Queue - Game Development
Machine Learning
Team AI: probabilistic pathfinding
Proceedings of the 2006 international conference on Game research and development
Knowledge acquisition for adaptive game AI
Science of Computer Programming
Strategic team AI path plans: probabilistic pathfinding
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Learning by Observing: Case-Based Decision Making in Complex Strategy Games
KI '08 Proceedings of the 31st annual German conference on Advances in Artificial Intelligence
Automatically acquiring domain knowledge for adaptive game AI using evolutionary learning
IAAI'05 Proceedings of the 17th conference on Innovative applications of artificial intelligence - Volume 3
Theta*: any-angle path planning on grids
Journal of Artificial Intelligence Research
Path planning for groups using column generation
MIG'10 Proceedings of the Third international conference on Motion in games
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
Real-time density-based crowd simulation
Computer Animation and Virtual Worlds
A navigation mesh for dynamic environments
Computer Animation and Virtual Worlds
Hi-index | 0.00 |
From the Publisher:About the AuthorSteve Rabin (Redmond, WA) is a 10-year video game industry veteran currently with Nintendo of America. He's written AI for numerous published games and contributed to Game Programming Gems 1,2, and 3. He's also 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.