2016_aisb_ai_and_games

There are 9 entries in this file. Use ‘View Page Source’ in the top right hand corner of the page for the raw bibtex. Entries are coloured according to their type:

  • Journal Articles
  • Books > Chapters
  • Proceedings > Proceeding Papers
  • Reports > Tech Reports
  • Theses
  • Standards & Technical Manuals
  • Online > Blog Posts & Social Media Threads
  • Videos
  • Collections > Datasets
  • Software > Games
  • Legal Cases > Judicial Opinions
  • Laws

Directional Arc Pruning In BLJPS Version 5
(16__direc_arc_prunin_in_bljps_verrs_)

Firefighter Training Based On HTN Planner: From Domain Via Hierarchy To Task Fulfillment
(16__firef_train_based_htn_plann_)

Garden Of Eden For Artificial Intelligence: How "The Talos Principle" Demonstrates The Difficulty Of Defining Consciousness For Ai On The Implied Player
(kampis16__garden_of_eden_for_artif_intel_)

Proceedings Of The 2016 AISB Symposium On AI and Games
(koutsantoni16:_proceed_of_aisb_sympos_ai_games_)
ISBN: 978-1-5108-3646-4
URL: Link

A Generative Frammar Approach For Action-Adventure Map Generation In The Legend Of Zelda
(lavender16__gener_framm_approac_for_action_)

Learning Behaviours For Bots In First-Person Shooter Games
(liddle16__learn_behav_for_bots_in_)

Generic and Adaptive Gamification
(sedeeq16__gener_adapt_gamif_)

Contextual Drama Facilitation For Digital Games
(truesdale16__contex_drama_facil_for_digit_games_)

Assessment Of Fun From The Analysis Of Facial Expressions To Support Video Game Design
(vieira16__asses_of_fun_from_analy_)