An Integrated Agent for Playing Real-Time Strategy Games
暂无分享,去创建一个
[1] Andrew Stern,et al. A Behavior Language for Story-Based Believable Agents , 2002, IEEE Intell. Syst..
[2] David W. Aha,et al. Automatically Acquiring Domain Knowledge For Adaptive Game AI Using Evolutionary Learning , 2005, AAAI.
[3] A. B. Loyall,et al. Integrating Reactivity, Goals, and Emotion in a Broad Agent , 1992 .
[4] M. Ponsen. Automatically Generating Game Tactics via Evolutionary Learning , 2005 .
[5] Jonathan Schaeffer,et al. Monte Carlo Planning in RTS Games , 2005, CIG.
[6] Michael Buro,et al. Real-Time Strategy Games: A New AI Research Challenge , 2003, IJCAI.
[7] Milind Tambe,et al. Towards Flexible Teamwork , 1997, J. Artif. Intell. Res..
[8] David W. Aha,et al. Automatically Generating Game Tactics through Evolutionary Learning , 2006, AI Mag..
[9] Amy L. Lansky,et al. Reactive Reasoning and Planning , 1987, AAAI.
[10] Andrew Stern,et al. Integrating Plot, Character and Natural Language Processing in the Interactive Drama Façade , 2003 .
[11] Santiago Ontañón,et al. Case-Based Planning and Execution for Real-Time Strategy Games , 2007, ICCBR.
[12] M. Buro,et al. A FIRST LOOK AT BUILD-ORDER OPTIMIZATION IN REAL-TIME STRATEGY GAMES , 2007 .
[13] John E. Laird,et al. SORTS: A Human-Level Approach to Real-Time Strategy AI , 2007, AIIDE.
[14] Carlos Guestrin,et al. Generalizing plans to new environments in relational MDPs , 2003, IJCAI 2003.