Conferences in DBLP
Yoshihiro Okada A Comparative Assessment of Recent Hybrid AI Techniques for Games. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] 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 ] James Flannery , Richard Cant , David Al-Dabass A New Realistic Motion Blur Algorithm. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] Fiona French , Nic Hollinworth , Nigel Medhurst , Xavier Viader Networked Team Games. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] 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 ] 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 ] 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 ] 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 ] Stefan Grünvogel Generating Dynamic Motions for Articulated Figures. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] Lubo Jankovic Emergent Modelling Games Development. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] 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 ] 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 ] Stephen J. McGlinchey Efficient Mip Mapped Texture Compression by Vector Quantisation and Wavelet Decomposition. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] 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 ] 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 ] 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 ] 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 ] 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 ] Tristan Pannérec Coordinating Agent Movements in a Semi-Concurrent Turn-Based Game of Strategy. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] Guillaume Barraud , Priam Pierret , Léon J. M. Rothkrantz A Multimodal Lego Robot. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] 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 ] Stuart Slater Essential Elements of Immersive Game Play. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] Lyle Bloom , Sonia von der Lippe , John Chludzinski Goal-Directed, Adaptive Assymetric Behavior Modeling. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] Cedric Buche , Marc Parenthoën , Jacques Tisseau Learning by Imitation of Behaviors for Autonomous Agents. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] 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 ] Eleni Spyridou , Ian Palmer Investigation into Speech based Interaction for Virtual Environments. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] 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 ] 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 ] 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 ] Al. Cristea , D. Dumitrescu Hierarchical Modular Systems Modeling Individual Evolution in a Social Environment. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] Pedro Demasi , Adriano J. de O. Cruz Online Coevolution for Action Games. [Citation Graph (0, 0)][DBLP ] GAME-ON, 2002, pp:- [Conf ] 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 ] 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 ]