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Computational Intelligence in Games

, , , , , and . Computational Intelligence: Principles and Practice, IEEE Computational Intelligence Society, (July 2006)

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Real-time neuroevolution in the NERO video game., , and . IEEE Trans. Evol. Comput., 9 (6): 653-668 (2005)Visual control in quake II with a cyclic controller., and . CIG, page 151-158. IEEE, (2008)From Word Stream to Gestalt: A Direct Semantic Parse for Complex Sentences, and . Department of Computer Sciences, The University of Texas at Austin, Austin, TX, (2001)Lamarckian neuroevolution for visual control in the Quake II environment., and . IEEE Congress on Evolutionary Computation, page 2630-2637. IEEE, (2009)Neuro-evolving maintain-station behavior for realistically simulated boats., , , and . IEEE Congress on Evolutionary Computation, page 3327-3333. IEEE, (2008)Real-time human-robot interaction underlying neurorobotic trust and intent recognition., , , , , , , and . Neural Networks, (2012)Neurovisual Control in the Quake II Environment., and . IEEE Trans. Comput. Intellig. and AI in Games, 4 (1): 44-54 (2012)Exploiting Sensor Symmetries in Example-based Training for Intelligent Agents., and . CIG, page 90-97. IEEE, (2006)Neuro-visual control in the Quake II game engine., and . IJCNN, page 3828-3833. IEEE, (2008)Evolving adaptive neural networks with and without adaptive synapses., , and . IEEE Congress on Evolutionary Computation, page 2557-2564. IEEE, (2003)