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BibliographyFound 9 results Filters: keyword is Artificial Intelligence [Clear All Filters] A
"The suffering: A game AI case study",
AAAI Workshop - Technical Report, vol. WS-04-04, pp. 134-138, 2004 .
Abstract
"Control strategies for two-player games",
Computing Surveys, vol. 21, no. 2, pp. 137-161, 1989 .
Abstract
D
"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, pp. 116-120, 2007 .
Abstract
F
Artificial Intelligence for Computer Games: An Introduction,
, Wellesley, Massachusetts, USA, A K Peters, pp. 146, 2004 .
G
"Boosting human-level AI with videogames: Mad University",
Kybernetes, vol. 36, no. 3-4, pp. 517-530, 2007 .
Abstract
"Playing with non-humans: digital games as technocultural form",
DiGRA 2005 Conference: Changing Views--Worlds in Play, 2005 .
Abstract
M
"Knowledge acquisition for adaptive game AI",
Science of Computer Programming, vol. 67, no. 1, pp. 59-75, 2007 .
Abstract
T
"Agents with personality for videogames",
Articulated Motion and Deformable Objects, Proceedings, vol. 4069, Berlin, Springer-Verlag Berlin, pp. 484-493, 2006 .
Abstract
W
"Skill acquisition through program-level imitation in a real-time domain",
IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics, vol. 37, no. 2, pp. 272-285, 2007 .
Abstract
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