15.12.2012 Views

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 ...

SHOW MORE
SHOW LESS

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!