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Biblio
(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
(2007). Knowledge acquisition for adaptive game AI.
Science of Computer Programming. 67, 59-75. Abstract
(2007). Boosting human-level AI with videogames: Mad University.
Kybernetes. 36, 517-530. Abstract
(2007). Inclusive computer science education using a ready-made computer game framework.
ITiCSE 2007: 12th Annual Conference on Innovation and Technology in Computer Science Education - Inclusive Education in Computer Science. 116-120. Abstract
(2006). Agents with personality for videogames.
Articulated Motion and Deformable Objects, Proceedings. 4069, 484-493. Abstract
(2005). Playing with non-humans: digital games as technocultural form.
DiGRA 2005 Conference: Changing Views--Worlds in Play. Abstract
(2004). The suffering: A game AI case study.
AAAI Workshop - Technical Report. WS-04-04, 134-138. Abstract
(1989). Control strategies for two-player games.
Computing Surveys. 21, 137-161. Abstract
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