The sciences of the artificial (3rd ed.)
The sciences of the artificial (3rd ed.)
On verifying game designs and playing strategies using reinforcement learning
Proceedings of the 2001 ACM symposium on Applied computing
Multi-Agent Systems: An Introduction to Distributed Artificial Intelligence
Multi-Agent Systems: An Introduction to Distributed Artificial Intelligence
Introduction to Reinforcement Learning
Introduction to Reinforcement Learning
Learning to Predict by the Methods of Temporal Differences
Machine Learning
Interactive Verification of Game Design and Playing Strategies
ICTAI '02 Proceedings of the 14th IEEE International Conference on Tools with Artificial Intelligence
MASON: A Multiagent Simulation Environment
Simulation
Simulation for the Social Scientist
Simulation for the Social Scientist
Experiences creating three implementations of the repast agent modeling toolkit
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Multiagent Systems: Algorithmic, Game-Theoretic, and Logical Foundations
Multiagent Systems: Algorithmic, Game-Theoretic, and Logical Foundations
Artificial Intelligence: Foundations of Computational Agents
Artificial Intelligence: Foundations of Computational Agents
Exploiting social partners in robot learning
Autonomous Robots
Using cognitive agents in social simulations
Engineering Applications of Artificial Intelligence
Introducing a Round Robin Tournament into Evolutionary Individual and Social Learning Checkers
DESE '11 Proceedings of the 2011 Developments in E-systems Engineering
Social Reinforcement Learning in Game Playing
ICTAI '12 Proceedings of the 2012 IEEE 24th International Conference on Tools with Artificial Intelligence - Volume 01
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The development of a novel Multi-Agent-Based Social Simulation (MABS) platform is undertaken after considering the advantages and disadvantages of existing platforms. We study their adaptability and usage in an existing strategy board game and attempt to model tournaments in social environments. To facilitate this experimentation, we arrive at the need to develop a new platform which features dynamic handling of game objects at runtime.