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BibliographyFound 11 results Filters: keyword is algorithm [Clear All Filters] A
"dPVS: An occlusion culling system for massive dynamic environments",
IEEE Computer Graphics and Applications, vol. 24, no. 2, pp. 86-97, 2004 .
Abstract
"Control strategies for two-player games",
Computing Surveys, vol. 21, no. 2, pp. 137-161, 1989 .
Abstract
F
"A platform for evolving intelligently interactive adversaries",
Biosystems, vol. 85, no. 1, pp. 72-83, 2006 .
Abstract
Artificial Intelligence for Computer Games: An Introduction,
, Wellesley, Massachusetts, USA, A K Peters, pp. 146, 2004 .
H
"An integrated approach to achieving optimal design of computer games",
Expert Systems with Applications, vol. 31, no. 1, pp. 145-149, 2006 .
Abstract
L
"The enhanced quality function deployment for developing virtual items in massive multiplayer online role playing games",
Computers and Industrial Engineering, vol. 53, no. 4, pp. 628-641, 2007 .
Abstract
"Playing to learn: Case-injected genetic algorithms for learning to play computer games",
IEEE Transactions on Evolutionary Computation, vol. 9, no. 6, pp. 669-681, 2005 .
Abstract
M
"Knowledge acquisition for adaptive game AI",
Science of Computer Programming, vol. 67, no. 1, pp. 59-75, 2007 .
Abstract
S
"Real-time neuroevolution in the NERO video game",
IEEE Transactions on Evolutionary Computation, vol. 9, no. 6, pp. 653-668, 2005 .
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
Y
"Emerging cooperation with minimal effort: Rewarding over mimicking",
IEEE Transactions on Evolutionary Computation, vol. 11, no. 3, M{\ae}rsk Mc-Kinney M{\o}ller Institute for Production Technology, University of Southern Denmark, DK-5230 Odense, Denmark, pp. 382-396, 2007 .
Abstract
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