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Volumn , Issue , 2008, Pages 9-16

Rapidly adapting game AI

Author keywords

[No Author keywords available]

Indexed keywords

DOMAIN KNOWLEDGE; HIGH QUALITY; VIDEO GAME;

EID: 84865197852     PISSN: 15687805     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (1)

References (19)
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  • 3
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    • Bakkes, S.1    Spronck, P.2
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    • Hartigan, J.A.1    Wong, M.A.2
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    • chapter Adaptive AI: A Practical Example, pages. Charles River Media, Inc., Hingham, MA
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    • (2004) AI Game Programming Wisdom 2 , pp. 639-647
    • Johnson, S.1
  • 10
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    • AI Game ProgrammingWisdom 2
    • chapter Artificial Stupidity: The Art of Making Intentional Mistakes, pages. Charles River Media, Inc., Hingham, MA
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    • (2004) , pp. 41-48
    • Liden, L.1
  • 11
    • 0004002135 scopus 로고    scopus 로고
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    • Manovich, L.1
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    • AI in computer games
    • Alexander Nareyek. AI in computer games. ACM Queue, 1(10):58-65, 2004.
    • (2004) ACM Queue , vol.1 , Issue.10 , pp. 58-65
    • Nareyek, A.1
  • 13
    • 84877965791 scopus 로고    scopus 로고
    • Opponent modeling in real-time strategy games
    • Marco Roccetti, editor
    • Frederik Schadd, Sander Bakkes, and Pieter Spronck. Opponent modeling in real-time strategy games. In Marco Roccetti, editor, Proceedings of the GAME-ON 2007, pages 61-68, 2007.
    • (2007) Proceedings of the GAME-ON 2007 , pp. 61-68
    • Schadd, F.1    Bakkes, S.2    Spronck, P.3
  • 16
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  • 19
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.