X hits on this document

PDF document

Enhanced NPC Behaviour using Goal Oriented Action Planning - page 109 / 110

314 views

0 shares

0 downloads

0 comments

109 / 110

Dybsand, E. (2002). Goal directed behaviour using composite tasks. In AI Game Programming Wisdom 2: pp. 237-247. Charles River Media.

Granberg, C. (2006). Programming an RTS game with Direct3D. Charles River Media.

H e l m e r t , H . ( 2 0 0 7 ) . I n t r o d u c t i o n t o P D D L . R e t r i e v e d J u n e 1 1 , 2 0 0 7 , f r o m Q i a n g Y a n g ' website: http://www.cs.ust.hk/~qyang/221/introtopddl2.pdf s

Isla, D., Blumberg, B. (2002). New challenges for character-based AI for games. AAAI Spring Symposium on AI and Interactive Entertainment. 2(2002): pp. 41-45.

Luna, F. (2003). Introduction into programming using DirectX 9.0. WordWare publishing.

Magerko, et al.. (2004). AI Characters and Directors for Interactive Computer Games. Proceedings of the 2004 Innovative Applications of Artificial Intelligence Conference, 1(Mar): pp. 877-883.

Mareas, M., and Stern, A. (2002). A behavior language for story-based believable agents. IEEE Intelligence Systems, 17(July): pp. 39-47.

Munóz-Avila, H., and Fischer, T. (2004). Strategic planning for Unreal Tournament bots. In Proceedings of AAAI Workshop 2004 on Challenges in Game AI. 82(9): pp. 22-26

101

Document info
Document views314
Page views318
Page last viewedFri Dec 09 02:49:19 UTC 2016
Pages110
Paragraphs700
Words23812

Comments