cOncienS: Organizational Awareness in Real-Time Strategy Games
Proceedings of the 2010 conference on Artificial Intelligence Research and Development: Proceedings of the 13th International Conference of the Catalan Association for Artificial Intelligence
An emotion aware agent platform for interactive storytelling and gaming
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Making games ALIVE: an organisational approach
Agents for games and simulations II
Extending the JADE agent behaviour model with JBehaviourTrees Framework
KES-AMSTA'11 Proceedings of the 5th KES international conference on Agent and multi-agent systems: technologies and applications
Exploration strategies for learned probabilities in smart terrain
MLDM'11 Proceedings of the 7th international conference on Machine learning and data mining in pattern recognition
The bounded rationality model-based game intelligent decision-making method
AICI'11 Proceedings of the Third international conference on Artificial intelligence and computational intelligence - Volume Part I
Creating interactive driver experiences with the scenario markup language
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Improving multi-agent systems using Jason
Annals of Mathematics and Artificial Intelligence
MIG'11 Proceedings of the 4th international conference on Motion in Games
Content determination through planning for flexible game tutorials
MICAI'11 Proceedings of the 10th Mexican international conference on Advances in Artificial Intelligence - Volume Part I
Combining expert knowledge and learning from demonstration in real-time strategy games
ICCBR'11 Proceedings of the 19th international conference on Case-Based Reasoning Research and Development
Simulation of autonomous crowd behaviour on Xbox 360
Intelligent Decision Technologies
iThink: a library for classical planning in video-games
SETN'12 Proceedings of the 7th Hellenic conference on Artificial Intelligence: theories and applications
Simulated influence of user interaction with mobile devices amongst pedestrians
Proceedings of the 24th Australian Computer-Human Interaction Conference
An artificial intelligence for the board game 'Quarto!' in Java
Proceedings of the 2013 International Conference on Principles and Practices of Programming on the Java Platform: Virtual Machines, Languages, and Tools
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Designing Semantic Game Worlds
Proceedings of the The third workshop on Procedural Content Generation in Games
Peer-to-Peer overlays for online games
Benchmarking Peer-to-Peer Systems
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Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques."Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience.* Walks through the entire development process from beginning to end.* Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.