Improving financial bankruptcy prediction in a highly imbalanced class distribution using oversampling and ensemble learning: a case from the Spanish market | 0 | 0.34 | 2020 |
Parametric action pre-selection for MCTS in real-time strategy games. | 0 | 0.34 | 2020 |
Data mining of deck archetypes in Hearthstone. | 0 | 0.34 | 2020 |
Improving the Performance of MCTS-Based µRTS Agents Through Move Pruning. | 0 | 0.34 | 2020 |
Cost-sensitive ensemble methods for bankruptcy prediction in a highly imbalanced data distribution: a real case from the Spanish market. | 0 | 0.34 | 2020 |
Identifying Botnets by Analysing Twitter Traffic during the Super Bowl. | 0 | 0.34 | 2020 |
Testing Hybrid Computational Intelligence Algorithms for General Game Playing. | 0 | 0.34 | 2020 |
Checking the Difficulty of Evolutionary-Generated Maps in a N-Body Inspired Mobile Game. | 0 | 0.34 | 2020 |
A bibliometric study of the research area of videogames using Dimensions.ai database. | 0 | 0.34 | 2019 |
Detection and mitigation of DoS attacks in SDN. An experimental approach | 0 | 0.34 | 2019 |
Applying Ant Colony optimization for Service Function Chaining in a 5G Network | 0 | 0.34 | 2019 |
Beating uncertainty in racing bot evolution through enhanced exploration and pole position selection | 0 | 0.34 | 2019 |
Forecasting Business Failure in Highly Imbalanced Distribution based on Delay Line Reservoir. | 0 | 0.34 | 2018 |
Applying Genetic Algorithms for the Improvement of an Autonomous Fuzzy Driver for Simulated Car Racing. | 0 | 0.34 | 2018 |
The Evolutionary Race: Improving the Process of Evaluating Car Controllers in Racing Simulators | 1 | 0.36 | 2018 |
Evolving a TORCS Modular Fuzzy Driver Using Genetic Algorithms. | 3 | 0.41 | 2018 |
Driving in TORCS Using Modular Fuzzy Controllers. | 4 | 0.44 | 2017 |
Optimización de la humanidad de bots de Unreal Tournament 2004 mediante algoritmos evolutivos (Humanness optimization of Unreal Tournament 2004 bots by means of evolutionary algorithms). | 0 | 0.34 | 2017 |
Optimising Humanness: Designing the Best Human-Like Bot for Unreal Tournament 2004. | 0 | 0.34 | 2017 |
Self-organized criticality in code repositories. | 0 | 0.34 | 2017 |
Studying the effect of population size in distributed evolutionary algorithms on heterogeneous clusters. | 4 | 0.39 | 2016 |
Comparing Heterogeneous and Homogeneous Flocking Strategies for the Ghost Team in the Game of Ms. Pac-Man | 1 | 0.36 | 2016 |
The Believability Gene in Virtual Bots. | 0 | 0.34 | 2016 |
Simulation Approach for Optimal Maintenance Intervals Estimation of Electronic Devices. | 0 | 0.34 | 2016 |
There Can Be only One: Evolving RTS Bots via Joust Selection. | 2 | 0.41 | 2016 |
Modelling a Human-Like Bot in a First Person Shooter Game | 2 | 0.35 | 2015 |
There is Noisy Lunch: A Study of Noise in Evolutionary Optimization Problems. | 4 | 0.40 | 2015 |
A novel representation of genomic sequences for taxonomic clustering and visualization by means of self-organizing maps. | 1 | 0.34 | 2015 |
An Overview on the Termination Conditions in the Evolution of Game Bots. | 0 | 0.34 | 2015 |
Towards automatic StarCraft strategy generation using genetic programming | 8 | 0.57 | 2015 |
KANTS: A Stigmergic Ant Algorithm for Cluster Analysis and Swarm Art. | 4 | 0.45 | 2014 |
MUSES: a corporate user-centric system which applies computational intelligence methods | 5 | 0.44 | 2014 |
Evolving Evil: optimizing flocking strategies through genetic algorithms for the ghost team in the game of Ms. Pac-Man. | 0 | 0.34 | 2014 |
A Methodology to Develop Service Oriented Evolutionary Algorithms. | 0 | 0.34 | 2014 |
An Object-Oriented Library in JavaScript to Build Modular and Flexible Cross-Platform Evolutionary Algorithms. | 0 | 0.34 | 2014 |
Co-Evolutionary Optimization of Autonomous Agents in a Real-Time Strategy Game. | 5 | 0.43 | 2014 |
Studying and Tackling Noisy Fitness in Evolutionary Design of Game Characters. | 0 | 0.34 | 2014 |
A methodology for designing emergent literary backstories on non-player characters using genetic algorithms | 0 | 0.34 | 2014 |
Creating autonomous agents for playing Super Mario Bros game by means of evolutionary finite state machines. | 2 | 0.41 | 2014 |
Going a Step Beyond the Black and White Lists for URL Accesses in the Enterprise by Means of Categorical Classifiers | 2 | 0.37 | 2014 |
Designing competitive bots for a real time strategy game using genetic programming. | 1 | 0.36 | 2014 |
Enforcing corporate security policies via computational intelligence techniques | 2 | 0.36 | 2014 |
Assessing different architectures for evolutionary algorithms in javascript. | 0 | 0.34 | 2014 |
Tree Depth Influence in Genetic Programming for Generation of Competitive Agents for RTS Games. | 5 | 0.46 | 2014 |
A network analysis of the 2010 FIFA world cup champion team play. | 6 | 1.00 | 2013 |
Influence Of Selective Pressure On Quality Of Solutions And Speed Of Evolutionary Mastermind | 0 | 0.34 | 2013 |
Complex systems in sports: Introduction to the special issue. | 0 | 0.34 | 2013 |
Complex systems in sports: Introduction to the special issue. | 0 | 0.34 | 2013 |
Developing services in a service oriented architecture for evolutionary algorithms | 0 | 0.34 | 2013 |
Pareto-based multi-colony multi-objective ant colony optimization algorithms: an island model proposal | 8 | 0.48 | 2013 |