Neural Networks Training for Weapon Selection in First-Person Shooter Games
暂无分享,去创建一个
[1] Ah-Hwee Tan,et al. Creating Human-like Autonomous Players in Real-time First Person Shooter Computer Games , 2009 .
[2] Pierre Bessière,et al. Teaching Bayesian behaviours to video game characters , 2003, Robotics Auton. Syst..
[3] Rudolf Kadlec,et al. POGAMUT 2 - A PLATFORM FOR FAST DEVELOPMENT OF VIRTUAL AGENTS' BEHAVIOR , 2007 .
[4] Andrew N. Marshall,et al. Gamebots: A 3D Virtual World Test-Bed For Multi-Agent Research , 2001 .
[5] Eric O. Postma,et al. Adaptive game AI with dynamic scripting , 2006, Machine Learning.
[6] Ruck Thawonmas,et al. Implementation of a Human-Like Bot in a First Person Shooter : Second Place Bot at BotPrize 2008 , 2009 .
[7] Lawrence B. Holder,et al. Graph-Based Analysis of Human Transfer Learning Using a Game Testbed , 2007, IEEE Transactions on Knowledge and Data Engineering.
[8] Philip Hingston,et al. A Turing Test for Computer Game Bots , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[9] Richard Hall,et al. Towards Using First-Person Shooter Computer Games as an Artificial Intelligence Testbed , 2005, KES.
[10] Robert Hecht-Nielsen,et al. Theory of the backpropagation neural network , 1989, International 1989 Joint Conference on Neural Networks.
[11] R. Hecht-Nielsen,et al. Theory of the Back Propagation Neural Network , 1989 .
[12] Hecht-Nielsen. Theory of the backpropagation neural network , 1989 .
[13] In-Cheol Kim. UTBot: A Virtual Agent Platform for Teaching Agent System Design , 2007, J. Multim..