Integrated learning for interactive synthetic characters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Queue - Game Development
Virtual communities and team formation
Crossroads
Conducting a Virtual Orchestra
IEEE MultiMedia
IEA/AIE'2005 Proceedings of the 18th international conference on Innovations in Applied Artificial Intelligence
Machine Learning
An elaborated knowledge structure for implementing a virtual inhabitant
AIA'06 Proceedings of the 24th IASTED international conference on Artificial intelligence and applications
DIGMA: a role playing game with agent plan reformulation and situational reassessment
Proceedings of the 3rd Australasian conference on Interactive entertainment
Clarifications and extensions to tactical waypoint graph algorithms for video games
ACM-SE 45 Proceedings of the 45th annual southeast regional conference
The state of the art in game AI standardisation
Proceedings of the 2006 international conference on Game research and development
A hybrid fuzzy ANN system for agent adaptation in a first person shooter
Proceedings of the 2006 international conference on Game research and development
A hybrid fuzzy ANN system for agent adaptation in a first person shooter
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
Crowds of moving objects: navigation planning and simulation
ACM SIGGRAPH 2008 classes
User Adaptive Game Characters Using Decision Trees and FSMs
KES-AMSTA '07 Proceedings of the 1st KES International Symposium on Agent and Multi-Agent Systems: Technologies and Applications
Performance simulations of moving target search algorithms
International Journal of Computer Games Technology - Artificial Intelligence for Computer Games
Novel moving target search algorithms for computer gaming
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Camera control in computer graphics: models, techniques and applications
ACM SIGGRAPH ASIA 2009 Courses
Layering and heterogeneity as design principles for animated embedded agents
Information Sciences: an International Journal
Game engine design using data mining
AIA '08 Proceedings of the 26th IASTED International Conference on Artificial Intelligence and Applications
A simple tree search method for playing Ms. Pac-Man
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Evolution of a project based graphics course
Journal of Computing Sciences in Colleges
Toward quality-driven development of 3D computer games
DSVIS'06 Proceedings of the 13th international conference on Interactive systems: Design, specification, and verification
Game player modeling using D-FSMs
Proceedings of the 2007 conference on Human interface: Part II
Theta*: any-angle path planning on grids
Journal of Artificial Intelligence Research
Guiding user adaptation in serious games
Agents for games and simulations II
Flexible decision process for astronauts in marsbase simulator
ICANN'05 Proceedings of the 15th international conference on Artificial neural networks: formal models and their applications - Volume Part II
GRAF: graph-based runtime adaptation framework
Proceedings of the 6th International Symposium on Software Engineering for Adaptive and Self-Managing Systems
IVA'11 Proceedings of the 10th international conference on Intelligent virtual agents
A Zeroth-Level Classifier System for Real Time Strategy Games
WI-IAT '11 Proceedings of the 2011 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Volume 02
Integrating fire, structure and agent models
ICCS'05 Proceedings of the 5th international conference on Computational Science - Volume Part II
Distributed anticipatory system
ISSADS'05 Proceedings of the 5th international conference on Advanced Distributed Systems
Formation preserving path finding in 3-D terrains
Applied Intelligence
Explaining and predicting the behavior of BDI-Based agents in role-playing games
DALT'09 Proceedings of the 7th international conference on Declarative Agent Languages and Technologies
Improving behavior of computer game bots using fictitious play
International Journal of Automation and Computing
Proceedings of the 9th conference on Computing Frontiers
Case-based learning by observation: preliminary work
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Organizing scalable adaptation in serious games
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
Achieving dynamic adaptation via management and interpretation of runtime models
Journal of Systems and Software
Energy and throughput aware fuzzy logic based reconfiguration for MPSoCs
Journal of Intelligent & Fuzzy Systems: Applications in Engineering and Technology
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From the Publisher:Learn how AI experts create intelligent game objects and characters with this firstvolume in the AI Game Programming Wisdom series. This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games. Everything from general AI architectures, rule based systems, level-of-detail AI, scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms are thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level. KEY FEATURES - Contains new AI techniques and solutions written by over thirty industry experts - Provides comprehensive coverage of all aspects of AI programming - Includes ready-to-use ideas and code - Provides skill enhancement for beginning/ intermediate programmers, and insightful new ideas for the pros - Companion CD includes all code for easy implementation Author Biography: Steve Rabin is a 10-year video game industry veteran working at Nintendo of America. He's written AI for three published games and was a contributor to both Game Programming Gems 1 and 2. He was also the AI section editor for Game Programming Gems 2. He's spoken on AI at the Game Developers Conference and holds a degree in Computer Engineering from the University of Washington, where he specialized in robotics.