Tobias Mahlmann

According to our database1, Tobias Mahlmann authored at least 15 papers between 2008 and 2019.

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Bibliography

2019
Dota 2 Bot Competition.
IEEE Trans. Games, 2019

2018
Playing Multiaction Adversarial Games: Online Evolutionary Planning Versus Tree Search.
IEEE Trans. Games, 2018

Accelerating Empowerment Computation with UCT Tree Search.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

2016
Online Evolution for Multi-action Adversarial Games.
Proceedings of the Applications of Evolutionary Computation - 19th European Conference, 2016

2015
Procedural Generation of 3D Caves for Games on the GPU.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

2014
Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2).
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

2013
Towards the automatic generation of card games through grammar-guided genetic programming.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

A Card Game Description Language.
Proceedings of the Applications of Evolutionary Computation - 16th European Conference, 2013

2012
Spicing Up Map Generation.
Proceedings of the Applications of Evolutionary Computation, 2012

Evolving card sets towards balancing dominion.
Proceedings of the IEEE Congress on Evolutionary Computation, 2012

2011
Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types.
Proceedings of the Applications of Evolutionary Computation, 2011

Modelling and evaluation of complex scenarios with the Strategy Game Description Language.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

2010
Relevant Information as a formalised approach to evaluate game mechanics.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Predicting player behavior in Tomb Raider: Underworld.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

2008
Using genetically optimized artificial intelligence to improve gameplaying fun for strategical games.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008


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