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Volumn 5579 LNAI, Issue , 2009, Pages 291-300

A neural-evolutionary model for case-based planning in real time strategy games

Author keywords

Artificial neural network; Case based planning; Genetic algorithm; Real time strategy (RTS) games

Indexed keywords

ARTIFICIAL NEURAL NETWORK; BEST STRATEGY; CASE-BASED PLANNING; EVOLUTIONARY MODELS; GAME PROBLEM; HUMAN LIKE; MACHINE-LEARNING; REAL TIME CONSTRAINTS; REAL TIME STRATEGY (RTS) GAMES; REAL-TIME STRATEGY GAMES; SEARCH SPACES;

EID: 70350625071     PISSN: 03029743     EISSN: 16113349     Source Type: Book Series    
DOI: 10.1007/978-3-642-02568-6_30     Document Type: Conference Paper
Times cited : (7)

References (11)
  • 1
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    • Developing an Artificial Intelligence Engine
    • Lent, M.V., Laird, J.: Developing an Artificial Intelligence Engine. In: GDC Proceeding (1999)
    • (1999) GDC Proceeding
    • Lent, M.V.1    Laird, J.2
  • 2
    • 56349163852 scopus 로고    scopus 로고
    • Building a player strategy model by analyzing replays of real-time strategy games
    • Hsieh, J.L., Sun, C.T.: Building a player strategy model by analyzing replays of real-time strategy games. In: Neural Networks, IJCNN 2008 (2008)
    • (2008) Neural Networks, IJCNN
    • Hsieh, J.L.1    Sun, C.T.2
  • 5
    • 70249095961 scopus 로고    scopus 로고
    • Using genetically optimized artificial intelligence to improve gameplaying fun for strategical games
    • Los Angeles, California. ACM, New York
    • Salge, C., Lipski, C., Mahlmann, T., Mathiak, B.: Using genetically optimized artificial intelligence to improve gameplaying fun for strategical games. In: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, Los Angeles, California. ACM, New York (2008)
    • (2008) Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
    • Salge, C.1    Lipski, C.2    Mahlmann, T.3    Mathiak, B.4
  • 6
    • 29244458175 scopus 로고    scopus 로고
    • Playing to learn: Case-injected genetic algorithms for learning to play computer games
    • Louis, S.J., Miles, C.: Playing to learn: case-injected genetic algorithms for learning to play computer games. IEEE Transactions on Evolutionary Computation 9(6), 669-681 (2005)
    • (2005) IEEE Transactions on Evolutionary Computation , vol.9 , Issue.6 , pp. 669-681
    • Louis, S.J.1    Miles, C.2
  • 9
    • 0036650054 scopus 로고    scopus 로고
    • How qualitative spatial reasoning can improve strategy game AIs
    • Forbus, K.D., Mahoney, J.V., Dill, K.: How qualitative spatial reasoning can improve strategy game AIs. IEEE Intelligent Systems 17(4), 25-30 (2002)
    • (2002) IEEE Intelligent Systems , vol.17 , Issue.4 , pp. 25-30
    • Forbus, K.D.1    Mahoney, J.V.2    Dill, K.3
  • 11
    • 42749108837 scopus 로고    scopus 로고
    • An Empirical Comparison of Non-adaptive, Adaptive and Self-Adaptive Co-evolution for Evolving Artificial Neural Network Game Players
    • Yi Jack, Y., Teo, J.: An Empirical Comparison of Non-adaptive, Adaptive and Self-Adaptive Co-evolution for Evolving Artificial Neural Network Game Players. In: 2006 IEEE Conference on Cybernetics and Intelligent Systems (2006)
    • (2006) 2006 IEEE Conference on Cybernetics and Intelligent Systems
    • Yi Jack, Y.1    Teo, J.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.