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2016
DOI: 10.1109/tciaig.2015.2499281
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Competitive Algorithms for Coevolving Both Game Content and AI. A Case Study: <italic>Planet Wars</italic>

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Cited by 8 publications
(9 citation statements)
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“…It is worth mentioning that two of the games used in the reviewed papers were turn based, rather than actual RTS games. Bellus Bellum Gratia (BBG) was used in [33], [34], and Planet Wars, the Google AI challenge introduced in 2010, was used in [18], [25], [53]. These papers are still considered in this review as the games used here were adjusted and equipped with features that made them closer to RTS games than TBS games, as will be explained later.…”
Section: Finding and Cataloging Sourcesmentioning
confidence: 99%
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“…It is worth mentioning that two of the games used in the reviewed papers were turn based, rather than actual RTS games. Bellus Bellum Gratia (BBG) was used in [33], [34], and Planet Wars, the Google AI challenge introduced in 2010, was used in [18], [25], [53]. These papers are still considered in this review as the games used here were adjusted and equipped with features that made them closer to RTS games than TBS games, as will be explained later.…”
Section: Finding and Cataloging Sourcesmentioning
confidence: 99%
“…In 2016, Nogueira-Collazo et al [53] proposed a competitive coevolution system with two species: one to evolve players with winning strategies, and the second to evolve game maps that make it harder for the coevolved players to win. They introduced an algorithm with three variants that differed in how they updated HoF members based on measurements that depend on quality and diversity.…”
Section: Commentmentioning
confidence: 99%
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