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
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Directional Arc Pruning In BLJPS Version 5
(16__direc_arc_prunin_in_bljps_verrs_)
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Firefighter Training Based On HTN Planner: From Domain Via Hierarchy To Task Fulfillment
(16__firef_train_based_htn_plann_)
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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_)
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Proceedings Of The 2016 AISB Symposium On AI and Games
(koutsantoni16:_proceed_of_aisb_sympos_ai_games_)
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A Generative Frammar Approach For Action-Adventure Map Generation In The Legend Of Zelda
(lavender16__gener_framm_approac_for_action_)
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Learning Behaviours For Bots In First-Person Shooter Games
(liddle16__learn_behav_for_bots_in_)
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Generic and Adaptive Gamification
(sedeeq16__gener_adapt_gamif_)
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Contextual Drama Facilitation For Digital Games
(truesdale16__contex_drama_facil_for_digit_games_)
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Assessment Of Fun From The Analysis Of Facial Expressions To Support Video Game Design
(vieira16__asses_of_fun_from_analy_)