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Volumn WS-04-04, Issue , 2004, Pages 54-62

Integrated machine learning for behavior modeling in video games

Author keywords

[No Author keywords available]

Indexed keywords

ARTIFICIAL INTELLIGENCE; INTEGRATION; INTERACTIVE COMPUTER GRAPHICS; LEARNING ALGORITHMS; MATHEMATICAL MODELS; NEURAL NETWORKS; USER INTERFACES;

EID: 32144441704     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (13)

References (12)
  • 3
    • 32144456303 scopus 로고    scopus 로고
    • Jumping, climbing, and tactical reasoning: How to get more out of a navigation system
    • Charles River Media, MA
    • Geisler, B. and Reed, C. (2003). Jumping, Climbing, and Tactical Reasoning: How to Get More Out of a Navigation System. Game AI Programming Wisdom : Charles River Media, MA.
    • (2003) Game AI Programming Wisdom
    • Geisler, B.1    Reed, C.2
  • 6
    • 32144464293 scopus 로고    scopus 로고
    • Using nodes to develop stategies for combat with multiple enemies in artificial intelligence and interactive entertainment
    • Technical Report SS-00-02, AAAI Press
    • Liden, L. (2001) Using Nodes to Develop Stategies for Combat with Multiple Enemies In Artificial Intelligence and Interactive Entertainment: Papers from the 2001 AAAI Symposium Series: Artificial Intelligence and Interactive Entertainment, Technical Report SS-00-02, 59-63. AAAI Press.
    • (2001) Papers from the 2001 AAAI Symposium Series: Artificial Intelligence and Interactive Entertainment , pp. 59-63
    • Liden, L.1
  • 7
    • 32144464817 scopus 로고    scopus 로고
    • Imitating random variations in behavior using a neural network
    • Manslow, J. (2002). Imitating Random Variations in Behavior using a Neural Network. AI Game Programming Wisdom
    • (2002) AI Game Programming Wisdom
    • Manslow, J.1
  • 10
    • 32144449993 scopus 로고    scopus 로고
    • Narrative combat: Using AI to enhance tension in an action game
    • Charles River Media, MA
    • Pfeifer, B. (2004). Narrative Combat: Using AI to Enhance Tension in an Action Game. Game Programming Gems 4: Charles River Media, MA.
    • (2004) Game Programming Gems , vol.4
    • Pfeifer, B.1
  • 11
    • 55749093083 scopus 로고    scopus 로고
    • Designing a multi-tiered AI framework
    • Charles River Media, MA
    • Ramsey, M. (2003). Designing a Multi-Tiered AI Framework. Game AI Programming Wisdom 2: Charles River Media, MA.
    • (2003) Game AI Programming Wisdom , vol.2
    • Ramsey, M.1
  • 12
    • 32144461826 scopus 로고    scopus 로고
    • Designing AI engines with built-in machine learning capabilities
    • Zhimin, D (1999) Designing AI engines with built-in machine learning capabilities. Proceedings of the Game Developers Conference, pp. 191-203.
    • (1999) Proceedings of the Game Developers Conference , pp. 191-203
    • Zhimin, D.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.