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Volumn , Issue , 2005, Pages 105-110

Agent architecture considerations for real-time planning in games

Author keywords

[No Author keywords available]

Indexed keywords

AGENT ARCHITECTURES; BUILDING BLOCKES; CPU CYCLES; DISTRIBUTED PROCESSING; FIRST PERSON SHOOTER; NON-PLAYER CHARACTER; REAL-TIME PLANNING; RENDERING SYSTEM;

EID: 84883108035     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (53)

References (10)
  • 2
    • 58049093668 scopus 로고    scopus 로고
    • How to achieve lightning-fast a
    • Hingham, Mass.: Charles River Media
    • Higgins, D. 2002. How to achieve Lightning-Fast A*. AI Game Programming Wisdom, 133-145. Hingham, Mass.: Charles River Media.
    • (2002) AI Game Programming Wisdom , pp. 133-145
    • Higgins, D.1
  • 3
    • 0000189125 scopus 로고    scopus 로고
    • Creaturesmarts: The art and architecture of a virtual brain
    • San Jose, Calif.: International Game Developers Association
    • Burke, R., Isla, D., Downie, M., Ivanov, Y., and Blumberg, B. 2001. CreatureSmarts: The Art and Architecture of a Virtual Brain. In Proceedings of the Game Developers Conference, 147-166. San Jose, Calif.: International Game Developers Association.
    • (2001) Proceedings of the Game Developers Conference , pp. 147-166
    • Burke, R.1    Isla, D.2    Downie, M.3    Ivanov, Y.4    Blumberg, B.5
  • 4
    • 0036648705 scopus 로고    scopus 로고
    • A Behavior language for story-based believable agents, working notes of artificial intelligence and interactive entertainment
    • Menlo Park, Calif.: AAAI Press
    • Mateas, M. and Stern, A. 2002. A Behavior Language for Story-based Believable Agents. Working notes of Artificial Intelligence and Interactive Entertainment. AAAI Spring Symposium Series. Menlo Park, Calif.: AAAI Press.
    • (2002) AAAI Spring Symposium Series
    • Mateas, M.1    Stern, A.2
  • 5
    • 84883082534 scopus 로고    scopus 로고
    • Monolith Productions, Inc., Calif.: Vivendi Universal Games
    • Monolith Productions, Inc. 2005a. F.E.A.R.. Los Angeles, Calif.: Vivendi Universal Games.
    • (2005) F.E.A.R.. Los Angeles
  • 6
    • 84883067863 scopus 로고    scopus 로고
    • Monolith Productions, Inc. San Francisco, Calif.: Sega of America
    • Monolith Productions, Inc. 2005b. Condemned.. San Francisco, Calif.: Sega of America.
    • (2005) Condemned
  • 7
    • 32144464657 scopus 로고    scopus 로고
    • STRIPS planning systems
    • San Francisco, Calif.: Morgan Kaufmann Publishers, Inc
    • Nilsson, N. J. 1998. STRIPS Planning Systems. Artificial Intelligence: A New Synthesis, 373-400. San Francisco, Calif.: Morgan Kaufmann Publishers, Inc.
    • (1998) Artificial Intelligence: A New Synthesis , pp. 373-400
    • Nilsson, N.J.1
  • 8
    • 38049092252 scopus 로고    scopus 로고
    • Applying goal-oriented action planning to games
    • Hingham, Mass.: Charles River Media
    • Orkin, J. 2003. Applying Goal-Oriented Action Planning to Games. AI Game Programming Wisdom 2, 217-228. Hingham, Mass.: Charles River Media.
    • (2003) AI Game Programming Wisdom , vol.2 , pp. 217-228
    • Orkin, J.1
  • 9
    • 32144463683 scopus 로고    scopus 로고
    • Symbolic representation of game world state: Toward real-time planning in games
    • Menlo Park, Calif.: AAAI Press
    • Orkin, J. 2004. Symbolic Representation of Game World State: Toward Real-Time Planning in Games. In AAAI Challenges in Game AI Technical Report, 26-30. Menlo Park, Calif.: AAAI Press.
    • (2004) AAAI Challenges in Game AI Technical Report , pp. 26-30
    • Orkin, J.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.