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Volumn WS-04-04, Issue , 2004, Pages 6-10

Intelligent interfaces for digital games

Author keywords

[No Author keywords available]

Indexed keywords

COMPUTER GAMES; GAME PRODUCTIONS; GAME WORLDS; INTELLIGENT INTERFACES;

EID: 32144444383     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (14)

References (16)
  • 1
    • 32144434476 scopus 로고    scopus 로고
    • Testing undefined behaviour as a result of learning
    • S. Rabin (ed), Charles River Media
    • Barnes, J & Hutchens, J, 2002, Testing Undefined Behaviour as a Result of Learning, in AI Game Programming Wisdom, S. Rabin (ed), pp 615-623, Charles River Media
    • (2002) AI Game Programming Wisdom , pp. 615-623
    • Barnes, J.1    Hutchens, J.2
  • 3
    • 68949143305 scopus 로고    scopus 로고
    • Enhancing gameplay: Challenges for artificial intelligence in digital games
    • Utrecht
    • Charles, D., 2003, Enhancing Gameplay: Challenges for Artificial Intelligence in Digital Games, in Level Up: Digital Games Research Conference. Utrecht
    • (2003) Level Up: Digital Games Research Conference
    • Charles, D.1
  • 5
    • 7044251776 scopus 로고    scopus 로고
    • Case-based plan recognition in computer games in ICCBR 2003
    • 5th International Conference on Case-Based Reasoning. Trondheim, Norway, Springer, Berlin
    • Pagan, M. and P. Cunningham, 2003, Case-Based Plan Recognition in Computer Games in ICCBR 2003, 5th International Conference on Case-Based Reasoning. Trondheim, Norway: Lecture Notes in Computer Science 2689, Springer, Berlin.
    • (2003) Lecture Notes in Computer Science , vol.2689
    • Pagan, M.1    Cunningham, P.2
  • 7
    • 26944478381 scopus 로고    scopus 로고
    • Player modeling for adaptive games
    • S. Rabin, Editor. Charles River Media, Inc.: Hingham, MA.
    • Houlette, R., 2004, Player Modeling for Adaptive Games, in AI Game Programming Wisdom 2, S. Rabin, Editor. Charles River Media, Inc.: Hingham, MA.
    • (2004) AI Game Programming Wisdom 2
    • Houlette, R.1
  • 8
    • 33646264632 scopus 로고    scopus 로고
    • Learning of AI players from game observation data
    • In Q. Mehdi, N. Gough and S. Natkin (Eds.) Game-On 2003, London
    • McGlinchy, S., 2003, Learning of AI Players from Game Observation Data. In Q. Mehdi, N. Gough and S. Natkin (Eds.), Game-On 2003, 4th International Conference on Intelligent Games and Simulation, London: 197-200.
    • (2003) 4th International Conference on Intelligent Games and Simulation , pp. 197-200
    • McGlinchy, S.1
  • 9
    • 9444265558 scopus 로고    scopus 로고
    • Creating socially interactive non-player characters: The μ-SIV system
    • McNamee, B. and P. Cunningham, 2003, Creating socially interactive non-player characters: The μ-SIV system. International Journal of Intelligent Games & Simulation, 2(1): http://www.scit.wlv.ac.uk/~cm1822/ijigs21.htm.
    • (2003) International Journal of Intelligent Games & Simulation , vol.2 , Issue.1
    • McNamee, B.1    Cunningham, P.2
  • 11
  • 14
    • 32144453008 scopus 로고    scopus 로고
    • Adaptive user interfaces
    • Papers from 2000 AAAI Spring Symposium. Menlo Park, Calif: AAAI Press
    • Rogers, S. and Iba, W. (Eds), 2001, Adaptive User Interfaces, Papers from 2000 AAAI Spring Symposium, Technical Report SS-00-01. Menlo Park, Calif: AAAI Press.
    • (2001) Technical Report , vol.SS-00-01
    • Rogers, S.1    Iba, W.2
  • 15
    • 84866868333 scopus 로고    scopus 로고
    • Affective Gaming: Measuring emotion through the gamepad
    • Sykes, J. and S. Brown, 2003, Affective Gaming: Measuring emotion Through the Gamepad. In Proceedings of CHI2003.
    • (2003) Proceedings of CHI2003
    • Sykes, J.1    Brown, S.2
  • 16
    • 84858542763 scopus 로고    scopus 로고
    • Google Web Search
    • Google Web Search, 2004, http://www.google.co.uk/search?q= office+assistant+paperclip
    • (2004)


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.