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Using a Genetic Algorithm to Tune First-Person Shooter Bot
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Cole, N.1
Louis, S.J.2
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2
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M. Mamei, and F. Zambonelli, .Motion Coordination in the Quake 3 Arena Environment: A Field-Based Approach,. Lecture Notes in Computer Science, .Environments for Multi-Agents Systems., pp. 264-278, 2005.
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M. Mamei, and F. Zambonelli, ."Motion Coordination in the Quake 3 Arena Environment: A Field-Based Approach,." Lecture Notes in Computer Science, ."Environments for Multi-Agents Systems.", pp. 264-278, 2005.
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S. Bakkes, P. Spronck and E. Postma, .TEAM: The Team-Oriented Evolutionary Adaptability Mechanism,. Lecture Notes in Computer Science, .Entertainment Computing .- ICEC 2004., pp. 273-282, August 2004.
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S. Bakkes, P. Spronck and E. Postma, ."TEAM: The Team-Oriented Evolutionary Adaptability Mechanism,." Lecture Notes in Computer Science, ."Entertainment Computing .- ICEC 2004.", pp. 273-282, August 2004.
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4
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71549160144
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Evolution of intelligent agent behavior in computer games
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Master Thesis, Dept. of Software Engineering, Charles University in Prague
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R. Kadlec, ."Evolution of intelligent agent behavior in computer games.", Master Thesis, Dept. of Software Engineering, Charles University in Prague, 2008.
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Kadlec, R.1
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5
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71549171784
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S. Bonacina, P. L. Lanzi, and D. Loiacono, .Evolving Dodge Behavior for OpenArena using Neuroevolution of Augmenting Topologies., Lecture Notes in Computer Science 5199, Workshop in Parallel Problem Solving from Nature - PPSN X, 10th International Conference Dortmund, Germany, September 13-17, 2008.
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S. Bonacina, P. L. Lanzi, and D. Loiacono, ."Evolving Dodge Behavior for OpenArena using Neuroevolution of Augmenting Topologies.", Lecture Notes in Computer Science 5199, Workshop in Parallel Problem Solving from Nature - PPSN X, 10th International Conference Dortmund, Germany, September 13-17, 2008.
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6
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71549142450
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An empirical study of machine learning algorithms applied to modeling player behavior in a
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video game, Thesis Master, Dept. Computer Science, University of Wisconsin
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B. Geisler, ."An empirical study of machine learning algorithms applied to modeling player behavior in a .'First-Person Shooter.' video game,." Thesis Master, Dept. Computer Science, University of Wisconsin.
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First-Person Shooter
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Geisler, B.1
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7
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71549167411
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Machine Learning Techniques for FPS in Q3,
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S. Zanetti, and A. El Rhalibi, ."Machine Learning Techniques for FPS in Q3,." Proc. of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, 2004, Vol. 74, pp. 239-244.
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Zanetti, S.1
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8
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26844570262
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Evolution on Reactive Rulesin Multiplayer Computer Games Based on Imitation,
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July
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S. Priesterjahn, O. Kramer, A. Weimer, and A. Goebels, ."Evolution on Reactive Rulesin Multiplayer Computer Games Based on Imitation,." Lecture Notes in Computer Science, Advances in Natural Computation, pp. 744-755, July 2005.
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Lecture Notes in Computer Science, Advances in Natural Computation
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Priesterjahn, S.1
Kramer, O.2
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Goebels, A.4
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10
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26844487288
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Combining Self Organized Maps and Multilayer Perceptrons to Learn Bot-Behavior for Commercial Computer Games,
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C. Thurau, C. Bauckhage, and G. Sagerer, ."Combining Self Organized Maps and Multilayer Perceptrons to Learn Bot-Behavior for Commercial Computer Games,." Proc. GAME-ON, 2003, pp. 119-123.
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(2003)
Proc. GAME-ON
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Thurau, C.1
Bauckhage, C.2
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11
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71549129486
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http://botprize.org/
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12
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71549148885
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http://www.cs.rit.edu/~jdb/gamebots/about.php
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13
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71549166519
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http://artemis.ms.mff.cuni.cz/pogamut/tiki-index.php
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