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Volumn , Issue , 2008, Pages 36-41

Dynamic expansion of behaviour trees

Author keywords

[No Author keywords available]

Indexed keywords

ABSTRACTION LEVEL; CASEBASED REASONINGS (CBR); DYNAMIC EXPANSION; FIRST PERSON SHOOTER; HIERARCHICAL STATE MACHINES; INTELLIGENT BEHAVIOR; NON-PLAYER CHARACTER; RESEARCH GROUPS;

EID: 77955705170     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (25)

References (14)
  • 1
    • 84883122659 scopus 로고    scopus 로고
    • Strategies for multiprocessor ai
    • Charles River Media
    • Garces, S. 2006. Strategies for multiprocessor AI. In AI Game Programming Wisdom III. Charles River Media. 65- 76.
    • (2006) AI Game Programming Wisdom III , pp. 65-76
    • Garces, S.1
  • 3
    • 71549141867 scopus 로고    scopus 로고
    • Squadsmart: Hierarchical planning and coordinated plan execution for squads of characters
    • Schaeffer, J. and Mateas, M. eds., The AAAI Press
    • Gorniak, P., and Davis, I. 2007. Squadsmart: Hierarchical planning and coordinated plan execution for squads of characters. In Schaeffer, J., and Mateas, M., eds., AIIDE, 14-19. The AAAI Press.
    • (2007) AIIDE , pp. 14-19
    • Gorniak, P.1    Davis, I.2
  • 4
    • 0023365727 scopus 로고
    • Statecharts: A visual formalism for complex systems
    • Harel, D. 1987. Statecharts: A visual formalism for complex systems. Science of Computer Programming 8(3):231-274.
    • (1987) Science of Computer Programming , vol.8 , Issue.3 , pp. 231-274
    • Harel, D.1
  • 5
    • 84883073981 scopus 로고    scopus 로고
    • Hierarchical plan representations for encoding strategic gameai
    • Young, R. M. and Laird, J. E. eds., AAAI Press
    • Hoang, H.; Lee-Urban, S.; and Munoz-Avila, H. 2005. Hierarchical plan representations for encoding strategic gameai. In Young, R. M., and Laird, J. E., eds., AIIDE, 63-68. AAAI Press.
    • (2005) AIIDE , pp. 63-68
    • Hoang, H.1    Lee-Urban, S.2    Munoz-Avila, H.3
  • 7
    • 33750731490 scopus 로고    scopus 로고
    • Handling complexity in the halo 2 ai
    • Lua.org. Isla, D
    • Lua.org. Isla, D. 2005. Handling complexity in the Halo 2 AI. In Game Developers Conference.
    • (2005) Game Developers Conference
  • 8
    • 84883064729 scopus 로고    scopus 로고
    • Enhancing a state machine language through messaging
    • Charles River Media
    • Rabin, S. 2002a. Enhancing a state machine language through messaging. In AI Game Programming Wisdom. Charles River Media. 321-330.
    • (2002) AI Game Programming Wisdom , pp. 321-330
    • Rabin, S.1
  • 9
    • 33745870323 scopus 로고    scopus 로고
    • Implementing a state machine language
    • Charles River Media
    • Rabin, S. 2002b. Implementing a state machine language. In AI Game Programming Wisdom. Charles River Media. 314-320.
    • (2002) AI Game Programming Wisdom , pp. 314-320
    • Rabin, S.1
  • 10
    • 80054751919 scopus 로고    scopus 로고
    • Implementing a data-driven finite-state machine
    • Charles River Media
    • Rosado, G. 2004. Implementing a data-driven finite-state machine. In AI Game Programming Wisdom 2. Charles River Media. 307-318.
    • (2004) AI Game Programming Wisdom , vol.2 , pp. 307-318
    • Rosado, G.1
  • 11
    • 84855385152 scopus 로고    scopus 로고
    • Stack-based finite-state machines
    • Charles River Media
    • Tozour, P. 2004. Stack-based finite-state machines. In AI Game Programming Wisdom 2. Charles River Media. 303- 306.
    • (2004) AI Game Programming Wisdom , vol.2 , pp. 303-306
    • Tozour, P.1
  • 12
    • 84883074278 scopus 로고    scopus 로고
    • Finite-state machine scripting language for designers
    • Charles River Media
    • Yiskis, E. 2004. Finite-state machine scripting language for designers. In AI Game ProgrammingWisdom 2. Charles River Media. 319-326.
    • (2004) AI Game ProgrammingWisdom , vol.2 , pp. 319-326
    • Yiskis, E.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.