{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2024,10,23]],"date-time":"2024-10-23T00:34:52Z","timestamp":1729643692132,"version":"3.28.0"},"reference-count":30,"publisher":"IEEE","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2011,6]]},"DOI":"10.1109\/cec.2011.5949863","type":"proceedings-article","created":{"date-parts":[[2011,7,20]],"date-time":"2011-07-20T16:51:24Z","timestamp":1311180684000},"page":"2017-2024","source":"Crossref","is-referenced-by-count":18,"title":["Optimizing player behavior in a real-time strategy game using evolutionary algorithms"],"prefix":"10.1109","author":[{"given":"A.","family":"Fernandez-Ares","sequence":"first","affiliation":[]},{"given":"A. M.","family":"Mora","sequence":"additional","affiliation":[]},{"given":"J J.","family":"Merelo","sequence":"additional","affiliation":[]},{"given":"P.","family":"Garcia-Sanchez","sequence":"additional","affiliation":[]},{"given":"C.","family":"Fernandes","sequence":"additional","affiliation":[]}],"member":"263","reference":[{"key":"ref30","doi-asserted-by":"publisher","DOI":"10.1201\/9781420034349"},{"key":"ref10","first-page":"41","article-title":"Artificial stupidity: The art of intentional mistakes","author":"lid\u00e9n","year":"2004","journal-title":"AI Game Programming Wisdom 2"},{"key":"ref11","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2009.5286481"},{"key":"ref12","first-page":"458","article-title":"Pac-mant: Optimization based on ant colonies applied to developing an agent for ms. pac-man","author":"martin","year":"0","journal-title":"in Computational Intelligence and Games 2010 CIG 2010 IEEE Symposium On"},{"key":"ref13","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2009.5286466"},{"article-title":"Emergence in Games, ser. Game development.","year":"2008","author":"sweetser","key":"ref14"},{"key":"ref15","first-page":"139","article-title":"Call for AI research in RTS games","author":"buro","year":"0","journal-title":"in AAAI workshop on Challenges in Game AI"},{"key":"ref16","first-page":"4","article-title":"Evolving reactive NPCs for the real-time simulation game","author":"hong","year":"0","journal-title":"Proc 2005 IEEE Symp Comput Intell Games"},{"key":"ref17","first-page":"1920","article-title":"Dynamic Strategies in a Real-Time Strategy Game","volume":"2724","author":"falke-ii","year":"2003","journal-title":"GECCO 2003 LNCS"},{"key":"ref18","doi-asserted-by":"crossref","first-page":"164","DOI":"10.1007\/978-3-540-74141-1_12","article-title":"Case-based planning and execution for real-time strategy games","volume":"4626","author":"ontanon","year":"2007","journal-title":"in Case-Based Reasoning Research and Development ser Lecture Notes in Computer Science"},{"key":"ref19","article-title":"Co-evolving real-time strategy game playing influence map trees with genetic algorithms","author":"miles","year":"2006","journal-title":"International Congress on Evolutionarv Comnutation"},{"key":"ref28","doi-asserted-by":"publisher","DOI":"10.1007\/s11633-008-0045-8"},{"key":"ref4","doi-asserted-by":"publisher","DOI":"10.1109\/CEC.2009.4983008"},{"key":"ref27","first-page":"20","article-title":"Improving opponent intelligence through offline evolutionary learning","volume":"2","author":"spronck","year":"2003","journal-title":"International Journal of Intelligent Games & Simulation"},{"key":"ref3","doi-asserted-by":"publisher","DOI":"10.1109\/ITW.2010.5593347"},{"year":"2010","key":"ref6","article-title":"Galcon - Wikipedia, The Free Encyclopedia"},{"key":"ref29","doi-asserted-by":"publisher","DOI":"10.1002\/int.10091"},{"article-title":"Game Artificial Intelligence, ser. Game Development Essentials","year":"2008","author":"ahlquist","key":"ref5"},{"key":"ref8","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-662-03315-9"},{"year":"2010","key":"ref7","article-title":"Google AI Challenge 2010"},{"key":"ref2","doi-asserted-by":"publisher","DOI":"10.1109\/CEC.2010.5586059"},{"key":"ref9","doi-asserted-by":"publisher","DOI":"10.1016\/j.swevo.2011.02.001"},{"key":"ref1","doi-asserted-by":"publisher","DOI":"10.1109\/2.933506"},{"key":"ref20","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2008.5035622"},{"key":"ref22","article-title":"A multi-agent potential field-based bot for a full RTS game scenario","author":"hagelb\u00e4ck","year":"2009","journal-title":"AIIDE"},{"key":"ref21","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2009.5286453"},{"key":"ref24","doi-asserted-by":"publisher","DOI":"10.1109\/CEC.2010.5586211"},{"key":"ref23","article-title":"Coevolution in hierarchical ai for strategy games","author":"livingstone","year":"0","journal-title":"IEEE Symposium on Computational Intelligence and Games (CIG05)"},{"key":"ref26","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2009.5286490"},{"key":"ref25","first-page":"75","article-title":"Automatically generating game tactics through evolutionary learning","volume":"27","author":"ponsen","year":"2006","journal-title":"AI Magazine"}],"event":{"name":"2011 IEEE Congress on Evolutionary Computation (CEC)","start":{"date-parts":[[2011,6,5]]},"location":"New Orleans, LA, USA","end":{"date-parts":[[2011,6,8]]}},"container-title":["2011 IEEE Congress of Evolutionary Computation (CEC)"],"original-title":[],"link":[{"URL":"http:\/\/xplorestaging.ieee.org\/ielx5\/5936494\/5949581\/05949863.pdf?arnumber=5949863","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2017,6,19]],"date-time":"2017-06-19T23:25:53Z","timestamp":1497914753000},"score":1,"resource":{"primary":{"URL":"http:\/\/ieeexplore.ieee.org\/document\/5949863\/"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2011,6]]},"references-count":30,"URL":"https:\/\/doi.org\/10.1109\/cec.2011.5949863","relation":{},"subject":[],"published":{"date-parts":[[2011,6]]}}}