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Volumn , Issue , 2010, Pages 21-26

Training goal recognition online from low-level inputs in an action-Adventure game

Author keywords

[No Author keywords available]

Indexed keywords

GAME DESIGNERS; HIDDEN STATE; INPUT-OUTPUT; OBSERVATION MODEL; PROBABILISTIC REASONING; RECOGNITION SYSTEMS; TRAINING GOALS;

EID: 84868274421     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (23)

References (19)
  • 2
    • 85153946439 scopus 로고
    • An input output HMM architecture
    • Tesauro, G. Touretzky, D. S. and Leen, T. K. eds., MIT Press
    • Bengio, Y., and Frasconi, P. 1995. An input output HMM architecture. In Tesauro, G.; Touretzky, D. S.; and Leen, T. K., eds., Advances in Neural Information Processing Systems, volume 7. MIT Press. 427-434.
    • (1995) Advances in Neural Information Processing Systems , vol.7 , pp. 427-434
    • Bengio, Y.1    Frasconi, P.2
  • 5
    • 77957864683 scopus 로고    scopus 로고
    • Designer-driven intention recognition in an action-Adventure game using Fast Forward Bayesian Models
    • AAAI Press
    • Gold, K. 2010. Designer-driven intention recognition in an action-Adventure game using Fast Forward Bayesian Models. In FLAIRS 2010. AAAI Press.
    • (2010) FLAIRS 2010
    • Gold, K.1
  • 9
    • 84883115026 scopus 로고    scopus 로고
    • Improving offensive performance through opponent modeling
    • AAAI Press
    • Laviers, K.; Sukthankar, G.; Molineaux, M.; and Aha, D.W. 2009. Improving offensive performance through opponent modeling. In AIIDE 2009. AAAI Press.
    • (2009) AIIDE 2009
    • Laviers, K.1    Sukthankar, G.2    Molineaux, M.3    Aha, D.W.4
  • 12
    • 74349121485 scopus 로고    scopus 로고
    • Writing façade: A case study in procedural authorship
    • Harrigan, P. andWardrip-Fruin, N. eds., Cambridge, MA: MIT Press
    • Mateas, M., and Stern, A. 2007. Writing façade: A case study in procedural authorship. In Harrigan, P., andWardrip-Fruin, N., eds., Second Person: Role-Playing and Story in Games and Playable Media. Cambridge, MA: MIT Press. 183-208.
    • (2007) Second Person: Role-Playing and Story in Games and Playable Media , pp. 183-208
    • Mateas, M.1    Stern, A.2
  • 13
    • 33750706198 scopus 로고    scopus 로고
    • Probabilistic goal recognition in interactive narrative environments
    • Menlo Park, CA: AAAI Press
    • Mott, B.; Lee, S.; and Lester, J. 2006. Probabilistic goal recognition in interactive narrative environments. In Proceedings of AAAI-06. Menlo Park, CA: AAAI Press.
    • (2006) Proceedings of AAAI-06
    • Mott, B.1    Lee, S.2    Lester, J.3
  • 14
    • 52149088034 scopus 로고    scopus 로고
    • The restaurant game: Learning social behavior and language from thousands of players online
    • Orkin, J., and Roy, D. 2007. The Restaurant Game: Learning social behavior and language from thousands of players online. Journal of Game Development 3(1):39-60.
    • (2007) Journal of Game Development , vol.3 , Issue.1 , pp. 39-60
    • Orkin, J.1    Roy, D.2
  • 15
    • 0024610919 scopus 로고
    • A tutorial on hidden markov models and selected applications in speech recognition
    • Rabiner, L. R. 1989. A tutorial on hidden Markov models and selected applications in speech recognition. Proceedings of the IEEE 77(2):257-296.
    • (1989) Proceedings of the IEEE , vol.77 , Issue.2 , pp. 257-296
    • Rabiner, L.R.1
  • 19
    • 70549083578 scopus 로고    scopus 로고
    • Player modeling for interactive storytelling: A practical approach
    • Rabin, S. ed., Boston, MA: Course Technology
    • Thue, D.; Bulitko, V.; and Spetch, M. 2008. Player modeling for interactive storytelling: A practical approach. In Rabin, S., ed., AI Game Programming Wisdom 4. Boston, MA: Course Technology. 633-646.
    • (2008) AI Game Programming Wisdom , vol.4 , pp. 633-646
    • Thue, D.1    Bulitko, V.2    Spetch, M.3


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.