Bibliography

Found 9 results

Filters: keyword is Artificial intelligence  [Clear All Filters]
A
Alt, G. , "The suffering: A game AI case study", AAAI Workshop - Technical Report, vol. WS-04-04, pp. 134-138, 2004  . Abstract
Abramson, Bruce , "Control strategies for two-player games", Computing Surveys, vol. 21, no. 2, pp. 137-161, 1989  . Abstract
D
Distasio, J., Way, T. , "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
Funge, John David , Artificial Intelligence for Computer Games: An Introduction, , Wellesley, Massachusetts, USA, A K Peters, pp. 146, 2004  .
G
Gallego, F., Llorens, F., Pujol, M., Rizo, R. , "Boosting human-level AI with videogames: Mad University", Kybernetes, vol. 36, no. 3-4, pp. 517-530, 2007  . Abstract
Giddings, Seth , "Playing with non-humans: digital games as technocultural form", DiGRA 2005 Conference: Changing Views--Worlds in Play, 2005  . Abstract
M
Marc Ponsen, Héctor Muñoz-Avila, Pieter Spronck, David W. Aha , "Knowledge acquisition for adaptive game AI", Science of Computer Programming, vol. 67, no. 1, pp. 59-75, 2007  . Abstract
T
Távara, Diana Arellano, Meier, Andreas , "Agents with personality for videogames", Articulated Motion and Deformable Objects, Proceedings, vol. 4069, Berlin, Springer-Verlag Berlin, pp. 484-493, 2006  . Abstract
W
Wood, M. A., Bryson, J. J. , "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