Statechart-Based AI in Practice
暂无分享,去创建一个
[1] Kevin Waugh,et al. A PATTERN CATALOG FOR COMPUTER ROLE PLAYING GAMES , 2005 .
[2] Jörg Kienzle,et al. Reusable components for artificial intelligence in computer games , 2012, 2012 Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS).
[3] Nicholas R. Jennings,et al. Agent Theories, Architectures, and Languages: A Survey , 1995, ECAI Workshop on Agent Theories, Architectures, and Languages.
[4] Jörg Kienzle,et al. Mammoth: a massively multiplayer game research framework , 2009, FDG.
[5] Rodney A. Brooks,et al. A Robust Layered Control Syste For A Mobile Robot , 2022 .
[6] Brian Schwab,et al. Implementation Walkthrough of a Homegrown 'Abstract State Machine' Style System in a Commercial Sports Game , 2008, AIIDE.
[7] G. Michael Youngblood,et al. Representational complexity of reactive agents , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[8] Jeff Orkin,et al. Three States and a Plan: The A.I. of F.E.A.R. , 2006 .
[9] Jörg Kienzle,et al. Toward high-level reuse of statechart-based AI in computer games , 2011, GAS '11.
[10] Jörg Kienzle,et al. Model-based design of computer-controlled game character behavior , 2007, MODELS'07.
[11] Daniel Fu,et al. Putting AI in Entertainment: An AI Authoring Tool for Simulation and Games , 2002, IEEE Intell. Syst..