Bayesian Programming and Learning for Multi-Player Video Games ...
Bayesian Programming and Learning for Multi-Player Video Games ...
Bayesian Programming and Learning for Multi-Player Video Games ...
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Damian Isla. H<strong>and</strong>ling complexity in the halo 2 ai. In Game Developers Conference, 2005.<br />
3 citations pages 16, 28, <strong>and</strong> 72<br />
E. T. Jaynes. Probability Theory: The Logic of Science. Cambridge University Press, June<br />
2003. ISBN 0521592712. 7 citations pages 12, 43, 91, 102, 106, 138, <strong>and</strong> 147<br />
Björn Jónsson. Representing uncertainty in rts games. Master’s thesis, Reykjavík University,<br />
2012. cited page 120<br />
Froduald Kabanza, Philipe Bellefeuille, Francis Bisson, Abder Rezak Benaskeur, <strong>and</strong> Hengameh<br />
Ir<strong>and</strong>oust. Opponent behaviour recognition <strong>for</strong> real-time strategy games. In AAAI<br />
Workshops, 2010. URL http://aaai.org/ocs/index.php/WS/AAAIW10/paper/view/2024.<br />
4 citations pages 94, 119, 120, <strong>and</strong> 168<br />
R E Kalman. A New Approach to Linear Filtering <strong>and</strong> Prediction Problems 1. Journal Of Basic<br />
Engineering, 82(Series D):35–45, 1960. URL http://citeseerx.ist.psu.edu/viewdoc/<br />
download?doi=10.1.1.129.6247&rep=rep1&type=pdf. 2 citations pages 42 <strong>and</strong> 163<br />
Dan Kline. Bringing Interactive Storytelling to Industry. In Proceedings of AIIDE.<br />
The AAAI Press, 2009. URL http://dankline.files.wordpress.com/2009/10/<br />
bringing-interactive-story-to-industry-aiide-09.ppt. cited page 30<br />
Dan Kline. The ai director in dark spore. In Paris Game AI Conference, 2011. URL http://<br />
dankline.files.wordpress.com/2011/06/ai-director-in-darkspore-gameai-2011.pdf.<br />
cited page 30<br />
Levente Kocsis <strong>and</strong> Csaba Szepesvári. B<strong>and</strong>it based monte-carlo planning. In In: ECML-06.<br />
Number 4212 in LNCS, pages 282–293. Springer, 2006. cited page 22<br />
Sven Koenig <strong>and</strong> Maxim Likhachev. D*lite. In AAAI/IAAI, pages 476–483, 2002. cited page 73<br />
D. Koller <strong>and</strong> N. Friedman. Probabilistic Graphical Models: Principles <strong>and</strong> Techniques. MIT<br />
Press, 2009. cited page 45<br />
Daphne Koller <strong>and</strong> Avi Pfeffer. Representations <strong>and</strong> solutions <strong>for</strong> game-theoretic problems.<br />
Artificial Intelligence, 94:167–215, 1997. cited page 26<br />
A. N. Kolmogorov. Grundbegriffe der Wahrscheinlichkeitsrechnung. Springer, Berlin, 1933.<br />
cited page 43<br />
Kevin B. Korb, Ann E. Nicholson, <strong>and</strong> Nathalie Jitnah. <strong>Bayesian</strong> poker. In In Uncertainty in<br />
Artificial Intelligence, pages 343–350. Morgan Kaufman, 1999. cited page 26<br />
Volodymyr Kuleshov <strong>and</strong> Doina Precup. Algorithms <strong>for</strong> the multi-armed b<strong>and</strong>it problem. JMLR,<br />
2000. cited page 174<br />
John E. Laird. It knows what you’re going to do: adding anticipation to a quakebot. In Agents,<br />
pages 385–392, 2001. cited page 28<br />
John E. Laird <strong>and</strong> Michael van Lent. Human-level ai’s killer application: Interactive computer<br />
games. AI Magazine, 22(2):15–26, 2001. cited page 31<br />
186