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Reactive strategy choice in StarCraft by means of Fuzzy Control., , , and . CIG, page 1-8. IEEE, (2013)Support vector machine learning with an evolutionary engine., , , , and . JORS, 60 (8): 1116-1122 (2009)On Obtaining Global Information in a Peer-to-Peer Fully Distributed Environment (Research Note)., and . Euro-Par, volume 2400 of Lecture Notes in Computer Science, page 573-577. Springer, (2002)Conference Report on IEEE CIG 2014 Conference Reports., and . IEEE Comput. Intell. Mag., 10 (1): 14-15 (2015)A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft, , , , , and . IEEE Transactions on Computational Intelligence and AI in games (2013), X (Y): ?-? (2013)Multimodal Optimization.. GECCO (Companion), page 293-312. ACM, (2015)Team Sports for Game AI Benchmarking Revisited., , and . Int. J. Comput. Games Technol., (2021)Guest Editorial Special Issue on Team AI in Games., , and . IEEE Trans. Games, 13 (4): 327-329 (2021)Analysis of Hyper-Parameters for AlphaZero-Like Deep Reinforcement Learning., , , and . Int. J. Inf. Technol. Decis. Mak., 22 (2): 829-853 (March 2023)When to Go, and When to Explore: The Benefit of Post-Exploration in Intrinsic Motivation., , , and . CoRR, (2022)