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Conferences in DBLP

GAME-ON (gameon)
2002 (conf/gameon/2002)

  1. Yoshihiro Okada
    A Comparative Assessment of Recent Hybrid AI Techniques for Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  2. Mark H. M. Winands, Levente Kocsis, Jos W. H. M. Uiterwijk, H. Jaap van den Herik
    Learning in Lines of Action. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  3. James Flannery, Richard Cant, David Al-Dabass
    A New Realistic Motion Blur Algorithm. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  4. Fiona French, Nic Hollinworth, Nigel Medhurst, Xavier Viader
    Networked Team Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  5. Yoshiaki Yakazawa, Yoshihiro Okada, Koichi Niijima
    Real-Time Video Based Motion Capture as Intuitive 3D Game Interface. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  6. Adam Galuszka, Andrzej Swierniak
    Planning in Multi-Agent Environment using STRIPS Representation and Non-cooperative Equilibrium Strategy. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  7. Xin Zeng, Quasim H. Mehdi, Norman E. Gough
    Generation of a 3D Virtual Story Environment Based on Story Description. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  8. Norman E. Gough, Quasim H. Mehdi, Philippe Geril
    GAMENET: EU Networking for Development and Application of Next-Generation Computer Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  9. Stefan Grünvogel
    Generating Dynamic Motions for Articulated Figures. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  10. Lubo Jankovic
    Emergent Modelling Games Development. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  11. Miguel Lozano, Steven J. Mead, Marc Cavazza, Fred Charles
    Search Based Planning: A Model for Character Behaviour. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  12. Brian MacNamee, Padraig Cunningham
    The u-SIG System; A Connectionist Driven Simulation of Socially Interactive Agents. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  13. Stephen J. McGlinchey
    Efficient Mip Mapped Texture Compression by Vector Quantisation and Wavelet Decomposition. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  14. David Murray, Paul A. Orton, David Al-Dabass
    Controllable Web-based Remote Sensing Systems for Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  15. Gabriel Robert, Agnès Guillot, Pierre Portie
    Classifiers System, an 'Animat' Technique for Action Selection in MMORPG. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  16. Erik C. D. van der Werf, Jos W. H. M. Uiterwijk, H. Jaap van den Herik
    Solving Ponnuki-Go on Small Boards. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  17. Patrick Ehlert, Quint Mouthaan, Léon J. M. Rothkrantz
    Artificial Intelligence in a Flight Simulator Environment. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  18. Zhigang Wen, Quasim H. Mehdi, Norman E. Gough
    Neural Networks for Animating Variations in Character Behaviours. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  19. Tristan Pannérec
    Coordinating Agent Movements in a Semi-Concurrent Turn-Based Game of Strategy. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  20. Guillaume Barraud, Priam Pierret, Léon J. M. Rothkrantz
    A Multimodal Lego Robot. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  21. Cyrille Bertelle, Antoine Dutot, Damien Olivier
    Active Objects to Develop Computer Games for Blind Children. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  22. Stuart Slater
    Essential Elements of Immersive Game Play. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  23. Lyle Bloom, Sonia von der Lippe, John Chludzinski
    Goal-Directed, Adaptive Assymetric Behavior Modeling. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  24. Cedric Buche, Marc Parenthoën, Jacques Tisseau
    Learning by Imitation of Behaviors for Autonomous Agents. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  25. Pieter Spronck, Ida G. Sprinkhuizen-Kuyper, Eric O. Postma
    Improving Game Opponent AI by Machine Learning. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  26. Eleni Spyridou, Ian Palmer
    Investigation into Speech based Interaction for Virtual Environments. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  27. Fred Charles, Jean-Luc Lugrin, Marc Cavazza, Steven J. Mead
    Real-Time Camera Control for Interactive Storytelling. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  28. H. Cheng, T. R. Wan
    A Physics Based Motion Control Algorithm for Dynamical Game Environments. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  29. Vincent Corruble, Charles A. G. Madeira, Geber Ramalho
    Steps toward Building of a Good AI for Complex Wargame-Type Simulation Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  30. Al. Cristea, D. Dumitrescu
    Hierarchical Modular Systems Modeling Individual Evolution in a Social Environment. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  31. Pedro Demasi, Adriano J. de O. Cruz
    Online Coevolution for Action Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  32. Ryan Doyle, Richard Cant, David Al-Dabass
    Real-Time Generation of Impact Effects in Virtual Environments with Application to Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
  33. Russell Shilling, Michael Zyda
    Introducing Emotion into Military Simulation and Video Game Design America's Army: Operations and VIRTE. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2002, pp:- [Conf]
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