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Biblio
Found 10 results
Author
Keyword
Title
Type
Year
2009
Ferrari, S.
, &
C. H. Cai
(2009).
Information-Driven Search Strategies in the Board Game of CLUE (R)
.
IEEE Transactions on Systems Man and Cybernetics Part B-Cybernetics. 39,
607-625.
Abstract
2008
Galway, L.
,
D. Charles
, &
M. Black
(2008).
Machine learning in digital games: a survey
.
Artificial Intelligence Review. 29,
123-161.
Abstract
2007
Wood, M. A.
, &
J. J. Bryson
(2007).
Skill acquisition through program-level imitation in a real-time domain
.
IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics. 37,
272-285.
Abstract
Yannakakis, G. N.
,
J. Levine
, &
J. Hallam
(2007).
Emerging cooperation with minimal effort: Rewarding over mimicking
.
IEEE Transactions on Evolutionary Computation. 11,
382-396.
Abstract
2006
Fogel, D. B.
,
T. J. Hays
, &
D. R. Johnson
(2006).
A platform for evolving intelligently interactive adversaries
.
Biosystems. 85,
72-83.
Abstract
Hsu, S. H.
,
F. L. Lee
, &
M. C. Wu
(2006).
An integrated approach to achieving optimal design of computer games
.
Expert Systems with Applications. 31,
145-149.
Abstract
2005
Louis, S. J.
, &
C. Miles
(2005).
Playing to learn: Case-injected genetic algorithms for learning to play computer games
.
IEEE Transactions on Evolutionary Computation. 9,
669-681.
Abstract
2004
Aila, T.
, &
V. Miettinen
(2004).
dPVS: An occlusion culling system for massive dynamic environments
.
IEEE Computer Graphics and Applications. 24,
86-97.
Abstract
Funge, John David
(2004).
Artificial Intelligence for Computer Games: An Introduction
.
146.
1989
Abramson, Bruce
(1989).
Control strategies for two-player games
.
Computing Surveys. 21,
137-161.
Abstract