Bibliography by Subject

The FREQ Procedure

Subject
key Frequency Percent Cumulative
Frequency
Cumulative
Percent
Games 117 46.06 117 46.06
Learning 53 20.87 170 66.93
Combinatorial Game Theory 40 15.75 210 82.68
Computation 27 10.63 237 93.31
Game Logic 6 2.36 243 95.67
Genetic Algorithm 4 1.57 247 97.24
Lambda 3 1.18 250 98.43
AI 1 0.39 251 98.82
Game Semantics 1 0.39 252 99.21
Markup 1 0.39 253 99.61
Semantics 1 0.39 254 100.00

 


 
Bibliography by Subject

Subject=AI

id Reference pdfhref href
17 Dave Cliff. AI and A-Life: Never Mind the Blocksworld. In A Cohn, editor,
ECAI94: Proceedings of the 11th European Conference on Artificial
Intelligence
, pages 803–808, John Wiley and Sons Ltd., 1994.

[URL]
 
Subject=Combinatorial Game Theory

id Reference pdfhref href
14 Paul Rendell. A Turing Machine in Conway s Game Life. Unpublished,
August, 2001.

[PDF]
35 David Wolfe and William Fraser. Counting the number of games. Theoretical
Computer Science
, 313(3):527-532, 2004.
[PDF]

[PS]
75 Erik D. Demaine. Playing Games with Algorithms: Algorithmic Combinatorial
Game Theory. In Ji\vr\ \i Sgall and Ale\vs Pultr and Petr Kolman, editors,
Proceedings of the 26th Symposium on Mathematical Foundations in Computer
Science (MFCS 2001)
, pages 18–32, 2001.
[URL]
105 David Wolfe and William Fraser and Susan Hirshberg. The Structure
of the Distributed Lattice of Games Born on Day n
. Unpublished, April,
2002.

[PDF]
112 Elwyn R. Berlekamp and John H. Conway and Richard K. Guy. Winning
Ways for your Mathematical Plays
., Vol. 1, A.K. Peters, 2001.
113 Elwyn Berlekamp. The Economist s View of Combinatorial Games. In Richard
Nowakowski, editor, Games of No Chance, Mathematical Sciences
Research Institution Publication, pages 365-405, Cambridge University
Press, 1998.

[PDF]
114 Elwyn Berlekamp and Yonghoan Kim. Where Is the ``Thousand-Dollar Ko
?. In Richard Nowakowski, editor, Games of No Chance, Mathematical
Sciences Research Institution Publication, pages 203-226, Cambridge University
Press, 1998.

[PDF]
115 David Blackwell. Games with Infinitely Many Moves and Slightly Imperfect
Information (Extended Abstract). In Richard Nowakowski, editor, Games
of No Chance
, Mathematical Sciences Research Institution Publication,
pages 407-408, Cambridge University Press, 1998.

[PDF]
116 Dan Calistrate. The Reduced Canonical Form of a Game. In Richard Nowakowski,
editor, Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 409-416, Cambridge University Press, 1998.

[PDF]
117 John H. Conway. The Angel Problem. In Richard Nowakowski, editor, Games
of No Chance
, Mathematical Sciences Research Institution Publication,
pages 3-12, Cambridge University Press, 1998.

[PDF]
118 Noam D. Elkies. On Numbers and Endgames: Combinatorial Game Theory in
Chess Endgames. In Richard Nowakowski, editor, Games of No Chance,
Mathematical Sciences Research Institution Publication, pages 135-150,
Cambridge University Press, 1998.

[PDF]
119 Jeff Erickson. New Toads and Frogs Results. In Richard Nowakowski, editor,
Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 299-310, Cambridge University Press, 1998.

[PDF]
120 Jeff Erickson. Sowing Games. In Richard Nowakowski, editor, Games
of No Chance
, Mathematical Sciences Research Institution Publication,
pages 287-297, Cambridge University Press, 1998.

[PDF]
121 Aviezri Fraenkel. Scenic Trails Ascending from Sea-Level Nim to Alpine
Chess. In Richard Nowakowski, editor, Games of No Chance, Mathematical
Sciences Research Institution Publication, pages 13-42, Cambridge University
Press, 1998.

[PDF]
122 Aviezri Fraenkel. Error-Correcting Codes Derived from Combinatorial Games.
In Richard Nowakowski, editor, Games of No Chance, Mathematical
Sciences Research Institution Publication, pages 417-431, Cambridge University
Press, 1998.

[PDF]
123 Aviezri Fraenkel. Combinatorial Games: Selected Bibliography with a Succinct
Gourmet Introduction. In Richard Nowakowski, editor, Games of No Chance,
Mathematical Sciences Research Institution Publication, pages 493-537,
Cambridge University Press, 1998.

[PDF]
124 Dan Garcia. Xdom: A Graphical, X-Based Front-End for Domineering. In
Richard Nowakowski, editor, Games of No Chance, Mathematical Sciences
Research Institution Publication, pages 311-313, Cambridge University
Press, 1998.

[PDF]
125 Ralph Gasser. Solving Nine Men s Morris. In Richard Nowakowski, editor,
Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 101-113, Cambridge University Press, 1998.

[PDF]
126 Richard K. Guy. Impartial Games. In Richard Nowakowski, editor, Games
of No Chance
, Mathematical Sciences Research Institution Publication,
pages 61-78, Cambridge University Press, 1998.
127 Richard K. Guy. What is a Game?. In Richard Nowakowski, editor, Games
of No Chance
, Mathematical Sciences Research Institution Publication,
pages 43-60, Cambridge University Press, 1998.
128 Richard K. Guy. Unsolved Problems in Combinatorial Games. In Richard
Nowakowski, editor, Games of No Chance, Mathematical Sciences
Research Institution Publication, pages 475-491, Cambridge University
Press, 1998.

[PDF]
129 Hiroyuki Iida and Yoshiyuki Kotani and Jos W. H. M. Uiterwijk. Tutoring
Strategies in Game-Tree Search (Extended Abstract). In Richard Nowakowski,
editor, Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 433-435, Cambridge University Press, 1998.

[PDF]
130 Yasuhito Kawano. Using Similar Positions to Search Game Trees. In Richard
Nowakowski, editor, Games of No Chance, Mathematical Sciences
Research Institution Publication, pages 193-202, Cambridge University
Press, 1998.

[PDF]
131 Howard A. Landman. Eyespace Values in Go. In Richard Nowakowski, editor,
Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 227-257, Cambridge University Press, 1998.

[PDF]
132 Andrew J. Lazarus and Daniel E. Loeb and James G. Propp and Daniel Ullman.
Richman Games. In Richard Nowakowski, editor, Games of No Chance,
Mathematical Sciences Research Institution Publication, pages 439-449,
Cambridge University Press, 1998.

[PDF]
133 Daniel E. Loeb. Stable Winning Coalitions. In Richard Nowakowski, editor,
Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 451-471, Cambridge University Press, 1998.

[PDF]
134 Martin M:uller and Ralph Gasser. Experiments in Computer Go Endgames.
In Richard Nowakowski, editor, Games of No Chance, Mathematical
Sciences Research Institution Publication, pages 273, Cambridge University
Press, 1998.

[PDF]
135 David Moews. Infinitesimals and Coin-Sliding. In Richard Nowakowski,
editor, Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 315-327, Cambridge University Press, 1998.

[PDF]
136 David Moews. Loopy Games and Go. In Richard Nowakowski, editor, Games
of No Chance
, Mathematical Sciences Research Institution Publication,
pages 259-272, Cambridge University Press, 1998.

[PDF]
137 Richard J. Nowakowski and David G. Poole. Geography Played on Products
of Directed Cycles. In Richard Nowakowski, editor, Games of No Chance,
Mathematical Sciences Research Institution Publication, pages 329-337,
Cambridge University Press, 1998.

[PDF]
138 Hilarie K. Orman. Pentominoes: A First Player Win. In Richard Nowakowski,
editor, Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 339-344, Cambridge University Press, 1998.

[PDF]
139 James G. Propp. About David Richman. In Richard Nowakowski, editor, Games
of No Chance
, Mathematical Sciences Research Institution Publication,
pages 437, Cambridge University Press, 1998.

[PDF]
140 Jonathan Schaeffer. Marion Tinsley: Human Perfection at Checkers?. In
Richard Nowakowski, editor, Games of No Chance, Mathematical Sciences
Research Institution Publication, pages 115-118, Cambridge University
Press, 1998.

[PDF]
141 Jonathan Schaeffer and Robert Lake. Solving the Game of Checkers. In
Richard Nowakowski, editor, Games of No Chance, Mathematical Sciences
Research Institution Publication, pages 119-133, Cambridge University
Press, 1998.

[PDF]
142 Lewis Stiller. Multilinear Algebra and Chess Endgames. In Richard Nowakowski,
editor, Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 151-192, Cambridge University Press, 1998.

[PDF]
143 Julian West. Championship-Level Play of Dots-and-Boxes. In Richard Nowakowski,
editor, Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 79-84, Cambridge University Press, 1998.

[PDF]
144 Julian West. Championship-Level Play of Domineering. In Richard Nowakowski,
editor, Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 85-91, Cambridge University Press, 1998.

[PDF]
145 Julian West. New Values for Top Entails. In Richard Nowakowski, editor,
Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 345-350, Cambridge University Press, 1998.

[PDF]
146 David Wolfe. The Gamesman s Toolkit. In Richard Nowakowski, editor, Games
of No Chance
, Mathematical Sciences Research Institution Publication,
pages 93-98, Cambridge University Press, 1998.

[PDF]
147 Michael Zieve. Take-Away Games. In Richard Nowakowski, editor, Games
of No Chance
, Mathematical Sciences Research Institution Publication,
pages 351-361, Cambridge University Press, 1998.

[PDF]
 
Subject=Computation

id Reference pdfhref href
1 Uffe H. Engberg and Engberg Nielsen. A Calculus of Communicating Systems
with Label Passing–Ten Years After. In Gordon Plotkin and Colin
Stirling and Mads Tofte, editors, Proof, Language, and Interaction;
Essays in Honour of Robin Milner
, Foundations of Computing, chapter
V, Mobility, pages 599–622, MIT Press, MIT Press 2000.

[PDF]
2 Robin Milner, Joachim Parrow, and David Walker. A Calculus of Mobile
Processes, Part I. Information and Computation, 100:1-46, 1992.
14 Paul Rendell. A Turing Machine in Conway s Game Life. Unpublished,
August, 2001.

[PDF]
16 Mark L. Iron. A Universal Turing Machine. Unpublished, November,
2000.
[URL]
27 Frans Faase. BF is Turing Complete. Unpublished. [URL]
28 Takumi Kasai and Akeo Adachi and Shigeki Iwata. Classes of pebble games
and complete problems. SIAM Journal on Computing, 8(4):574–586,
1979.
32 Peter Wegner and Dina Goldin. Computation beyond turing machines. Commun.
ACM
, 46(4):100–102, 2003.

[PDF]
33 David Eppstein. Computational Complexity of Games and Puzzles.
Unpublished, 2000.
[URL]
41 Jonathan van Benthem. Extensive games as process models. Journal of
Logic, Language,and Information
, 11(3):289-313, 2002.
[PDF]
45 Boudewijin P. de Bruin. Game Transformations and Game Equivalence.
Technical report, Institute for Logic, Language and Computation, 1999.

[PS.gz]
49 Joan Feigenbaum. Games, Complexity Classes, and Approximation Algorithms.
In Proceedings of the International Congress of Mathematicians, volume
III: Invited Lectures
, Documenta Mathematica, Journal der Deutschen
Mathematiker-Vereinigung, 1998.
[PDF]
50 David Wolfe. Go Endgames are PSPACE-hard. In Richard Nowakowksi, editor,
More Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 125–136, Cambridge University Press, 2002.

[PS]
57 Richard Kaye. Infinite Versions of Minesweeper are Turing Complete.
Technical report, School of Mathematics and Statistics, The University
of Birmingham, 2000.

[PDF]
58 Peter Wegner. Interactive foundations of computing. Theoretical Computer
Science
, 192(2):315–351, 1998.

[PDF]
71 David Kempe. On the Complexity of the "Reflextions" game. Unpublished,
January, 2003.

[PDF]
77 Vladimir Zakharov. Preliminary Analysis of the Security of Control
Flow Code Transformations
. Technical report, Institute for System
Programming, Russion Academy of Sciences, Moscow, Russia, 2001.
78 Jin-Yi Cai and Anne Condon and Richard J. Lipton. PSPACE is provable
by two provers in one round. J. Comput. Syst. Sci., 48(1):183–193,
1994.
84 Michael Buro. Simple Amazons Endgames and Their Connection to Hamilton
Circuits in Cubic Subgrid Graphs. In T. Marsland and I. Frank, editors,
Proceedings of the Second International Conference on Computers and
Games, CG00
, pages 250-261, Springer-Verlag New York, Inc, 2001.
85 Joseph C. Culberson. Sokoban is PSPACE-complete. In Elena Lodi, Linda
Pagli, and Nicola Santoro, editors, Proceedings of the International
Conference on Fun with Algorithms (FUN98)
, pages pages 65-76, Carleton
Scientific, 1998.

[PS]
91 Luca Alfaro and Rupak Majumdar and Thomas A. Henzinger. Symbolic Algorithms
for Infinite-State Games. In Proceedings of the 12th International
Conference on Concurrency Theory
, pages 536-550, Springer-Verlag,
2001.

[PS]
92 Ling Zhao. Tackling Post s Correspondence Problem. In Jonathan Schaeffer
and Martin Muller III and Yngvi Bjornsson, editors, Computers and
Games
, pages 326-344, Springer, 2003.
95 Gerard Berry and Gerard Boudol. The chemical abstract machine. In Proceedings
of the 17th ACM SIGPLAN-SIGACT symposium on Principles of programming
languages
, pages 81–94, ACM Press, 1990.
101 Cristian Giumale. The Markov Algorithmic Machine. Unpublished. [PDF]
103 Robert A. Hearn and Erik D. Demaine. The Nondeterministic Constraint
Logic Model of Computation: Reductions and Applications. In Lecture
Notes in Computer Science
, pages 401-413, 2002.
104 Robin Milner. The Polyadic Pi-Calculus: a Tutorial. In F. L. Bauer and
W. Brauer and H. Schwichtenberg, editors, Logic and Algebra of Specification,
pages 428-440, Springer, 1993.
106 Dina Q. Goldin and Scott A. Smolka and Peter Wegner. Turing Machines,
Transition Systems, and Interaction. In Luca Aceto and Prakash Panangaden,
editors, Electronic Notes in Theoretical Computer Science, Elsevier,
2002.
107 João Pedro Guerreiro Neto and Hava T. Siegelmann and José Félix Costa
and Carmen Paz Suárez Araujo. Turing Universality of Neural Nets (Revisited).
In Computer Aided Systems Theory - EUROCAST 97, A Selection of Papers
from the 6th International Workshop on Computer Aided Systems Theory
,
pages 361-366, Springer, 1997.
[PDF]
 
Subject=Game Logic

id Reference pdfhref href
44 M. Pauly. Game logic for game theorists. Technical report, (CWI)
National Research Institute for Mathematics and Computer Science, Amsterdam,
Netherlands, 2000.
[PDF]
45 Boudewijin P. de Bruin. Game Transformations and Game Equivalence.
Technical report, Institute for Logic, Language and Computation, 1999.

[PS.gz]
47 Johan van Benthem. Games and Strategies inside Elementary Logic.
Unpublished, Jan, 2000.
93 Valentin Goranko. The Basic Algebra of Game Equivalences. Studia Logica,
75(2):221-238, 2001.

[PS]
94 Valentin Goranko. The Basic Algebra of Games. Unpublished, 2000. [PDF]
111 Johan van Benthem. When are Two Games the Same?. Unpublished,
1999.
 
Subject=Game Semantics

id Reference pdfhref href
3 Guy Mccusker and Russell Harmer. A Fully Abstract Game Semantics for
Finite Nondeterminism. In Proceedings of the 14th Symposium on Logic
in Computer Science
, pages 422-430, IEEE Computer Society Press,
1999.

[PS.gz]
 
Subject=Games

id Reference pdfhref href
5 Vadim V. Anshelevich. A Hierarchical Approach to Computer Hex. Artificial
Intelligence
, 134:101-120, 2002.

[PDF]
14 Paul Rendell. A Turing Machine in Conway s Game Life. Unpublished,
August, 2001.

[PDF]
19 John Romein and Henri E. Bal and Dick Grune. An Application Domain Specific
Language for Describing Board Games. In International Conference on
Parallel and Distributed Processing Techniques and Applications (PDPTA
97)
, IEEE, 1997.

[PS.gz]
23 Michael Buro and Igor Durdanovic. An Overview of NECI s Generic Game
Server. In J.W.H.M. Uiterwijk, editor, Proceedings of 6th Computer
Games Olympiad Workshop
, 2001.
[PDF]
24 Jack van Rijswijck. Are Bees Better than Fruitflies? Experiments with
a Hex Playing Program. In Howard J. Hamilton, editor, Advances in
Artificial Intelligence, 13th Biennial Conference of the Canadian Society
for Computational Studies of Intelligence, AI 2000
, pages 13-25,
Springer, 2000.

[PDF]

[URL]
25 Hans van Ditmarsch. Axioms for Card Games. Technical report, University
of Groningen, 2000.

[PDF]
26 Peter Stone and Manuela M. Veloso. Beating a Defender in Robotic Soccer:
Memory-Based Learning of a Continuous Function. In David S. Touretzky
and Michael C. Mozer and Michael E. Hasselmo, editors, NIPS-95, Advances
in Neural Information Processing Systems 8
, MIT press, 1995.
28 Takumi Kasai and Akeo Adachi and Shigeki Iwata. Classes of pebble games
and complete problems. SIAM Journal on Computing, 8(4):574–586,
1979.
29 Alex Lubberts and Risto Miikkulainen. Co-Evolving a Go-Playing Neural
Network. In Richard K. Belew and Hugues Juill\`e, editors, Coevolution:
Turning Adaptive Algorithms upon Themselves
, pages 14–19,
2001.
33 David Eppstein. Computational Complexity of Games and Puzzles.
Unpublished, 2000.
[URL]
34 Bruno Bouzy and Tristan Cazenave. Computer Go: an AI oriented survey.
Artif. Intell., 132(1):39–103, 2001.

[URL]
38 Jon Orwant. EGGG: Automated programming for game generation. IBM Systems
Journal
, 39(3/4):782–794, 2000.

[URL]
39 Jon Orwant. EGGG: The Extensible Graphical Game Generator., MIT,
Boston, US, 2000.
[URL]
40 Lex Weaver and Terry Bossomaier. Evolution of Neural Networks to Play
the Game of Dots-and-Boxes. In Proceedings of The 5th International
Conference on Artificial Life (Alife V)
, pages 43–50, 1996.
[PDF]
41 Jonathan van Benthem. Extensive games as process models. Journal of
Logic, Language,and Information
, 11(3):289-313, 2002.
[PDF]
46 Natasha Dobrinen. Games and general distributive laws in Boolean algebras.
In Proceedings of the American Mathematical Society, pages 309-318,
2003.
48 H. Jaap van den Herik and Jos. W. H. M. Uiterwijk and Jack van Rijswijck.
Games Solved: Now and in the Future. Artificial Intelligence,
134(1–2):277–311, 2002.
49 Joan Feigenbaum. Games, Complexity Classes, and Approximation Algorithms.
In Proceedings of the International Congress of Mathematicians, volume
III: Invited Lectures
, Documenta Mathematica, Journal der Deutschen
Mathematiker-Vereinigung, 1998.
[PDF]
50 David Wolfe. Go Endgames are PSPACE-hard. In Richard Nowakowksi, editor,
More Games of No Chance, Mathematical Sciences Research Institution
Publication, pages 125–136, Cambridge University Press, 2002.

[PS]
51 Thore Graepel and Mike Goutrié and Marco Krüger and Ralf Herbrich. Go,
SVM, Go
. Unpublished, 2000.

[PDF]
53 Johan van Benthem. Homo Sapiens as Homo Ludens. Unpublished, 1999.
[PDF]
54 Fredrik A. Dahl. Honte, a Go-Playing Program Using Neural Nets. In Johannes
Fürnkranz and Miroslav Kubat, editors, Workshop Notes: Machine Learning
in Game Playing
, Morgan Kaufmann, San Francisco, CA, 1999.

[PS.gz]
55 Michael Buro. How Machines Have Learned to Play Othello. IEEE Intelligent
Systems
, 14(6):12–14, 1999.
[PDF]
56 Ghita K. Mostefaoui and Soraya K. Mostefaoui. Implementing a Distributed
Multi-player Blackjack Game Using the Java Shared Data Toolkit
. Technical
report, Department of Informatics, University of Fribourg, 2001.
57 Richard Kaye. Infinite Versions of Minesweeper are Turing Complete.
Technical report, School of Mathematics and Statistics, The University
of Birmingham, 2000.

[PDF]
62 Jack van Rijswijck. Learning from Perfection: A Data Mining Approach
to Evaluation Function Learning in Awari. In T. A. Marsland and I. Frank,
editors, Computers and Games: Proceedings of the 2nd International
Conference (CG-00)
, pages 115–132, Springer-Verlag, 2001.

[PS]
64 Johannes F urnkranz. Machine Learning in Games: A Survey. Technical
report, Austrian Research Institute for Artificial Intelligence, Schottengasse
3, A-1010Wien, Austria, 2001.

[PDF]
66 Aki Jarvinen. Making and Breaking Games: A Typology of Rules.
Unpublished, July, 2003.

[PDF]
67 Dick Grune and Henri Bal and John Romein. Multigame - A Very High Level
Language for Describing Board Games. In Proceedings of ASCI 95, the
first annual conference of the Advanced School for Computing and Imaging
,
pages 278-287, 1995.

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68 Lourdes Peña Castillo and Stefan Wrobel. Multirelational Active Learning
for Games. ,.
[PDF]
69 David McAllester. Observations on Cognitive Judgments. Technical
report, MIT Artificial Intelligence Laboratory, 1991.

[PDF]

[PS]
70 Ole Martin Halck and Fredrik A. Dahl. On classification of games and
evaluation of players –- with some sweeping generalizations about
the literature. In Johannes Fürnkranz and Miroslav Kubat, editors, Workshop
Notes: Machine Learning in Game Playing
, 1999.
73 Dimitrios Kalles and Panagiotis Kanellopoulos. On Verifying Game Designs
and Playing Strategies using Reinforcement Learning. In Proceedings
of the 2001 ACM Symposium on Applied Computing (SAC-01)
, pages 6-11,
2000.
[PDF]
74 Michael Buro. ORTS: A Hack-Free RTS Game Environment. In Martin Müller
III Jonathan Schaeffer, editor, Proceedings of the International Computers
and Games Conference 2002
, pages 280-291, Springer, 2003.
[PDF] [URL]
79 Michael Buro. Report on the IWEC-2002 Man-Machine Othello Match. ICGA
Journal
, 25(2):113-115, 2002.
[PDF]
80 Daphne Koller and Avi Pfeffer. Representations and Solutions for Game-Theoretic
Problems. Artificial Intelligence, 94(1):167-215, 1997.
81 Jack van Rijswijck. Search and Evaluation in Hex. Technical report,
University of Alberta, 2002.
[PDF]
84 Michael Buro. Simple Amazons Endgames and Their Connection to Hamilton
Circuits in Cubic Subgrid Graphs. In T. Marsland and I. Frank, editors,
Proceedings of the Second International Conference on Computers and
Games, CG00
, pages 250-261, Springer-Verlag New York, Inc, 2001.
91 Luca Alfaro and Rupak Majumdar and Thomas A. Henzinger. Symbolic Algorithms
for Infinite-State Games. In Proceedings of the 12th International
Conference on Concurrency Theory
, pages 536-550, Springer-Verlag,
2001.

[PS]
96 Michael Buro. The Evolution Of Strong Othello Programs. In Proceedings
of the IWEC-2002 Workshop on Entertainment Computing
, 2002.
[PDF]
97 Vadim V. Anshelevich. The Game of Hex: An Automatic Theorem Proving Approach
to Game Programming. In Proceedings of the 7th Conference on Artificial
Intelligence (AAAI-00) and of the 12th Conference on Innovative Applications
of Artificial Intelligence (IAAI-00)
, pages 189–194, AAAI
Press, 2000.
98 Markku Eskelinen. The gaming situation. Game Studies, 1(1), 2001. [URL]
102 Dick Grune and Henri E. Bal and John W. Romein. The Multigame Reference
Manual
. Technical report, Vrije Universiteit, Amsterdam, the Netherlands,
2000.

[PS.gz]
103 Robert A. Hearn and Erik D. Demaine. The Nondeterministic Constraint
Logic Model of Computation: Reductions and Applications. In Lecture
Notes in Computer Science
, pages 401-413, 2002.
109 David Al-dabass and Julian Churchill and Richard Cant. Using Hard And
Soft Artificial Intelligence Algorithms To Simulate Human Go Playing
Techniques. International Journal of Simulation Systems, Science &
Technology
, 2(1):31-49, 2001.

[PDF]
110 Michail G. Lagoudakis and Ronald Parr. Value Function Approximation in
Zero-Sum Markov Games. In Proceedings of the 18th Conference on Uncertainty
in Artificial Intelligence (UAI 2002)
, pages 283-292, 2002.
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148 Timothy Cain. Practical Optimizations for A* Path Generation. In Steve
Rabin, editor, AI Game Programming Wisdom, Charles River Media,
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149 Daniel Higgins. How to Achieve Lightning Fast A*. In Steve Rabin, editor,
AI Game Programming Wisdom, Charles River Media, Inc., 2002.
150 Daniel Higgins. Generic A* Pathfinding. In Steve Rabin, editor, AI
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151 James Matthews. Basic A* Pathfinding Made Simple. In Steve Rabin, editor,
AI Game Programming Wisdom, Charles River Media, Inc., 2002.
152 Daniel Higgins. Pathfinding Design Architecture. In Steve Rabin, editor,
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153 Sandeep V. Kharkar. Simulating Real Animal Behavior. In Steve Rabin,
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154 Bob Alexander. An Architecture Based on Load Balancing. In Steve Rabin,
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155 Bruce Blumberg and Damian Isla. Blackboard Architectures. In Steve Rabin,
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156 Mike Christian. A Simple Inference Engine for a Rule-Based Architecture.
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157 Vernon Harmon. An Economic Approach to Goal-Directed Reasoning in an
RTS. In Steve Rabin, editor, AI Game Programming Wisdom, Charles
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158 Alex McLean. An Efficient AI Architecture using Prioritized Task Categories.
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159 John O Brien. A Flexible Goal-Based Planning Architecture. In Steve Rabin,
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160 Bob Scott. Architecting an RTS AI. In Steve Rabin, editor, AI Game
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161 Bob Scott. Architecting a Game AI. In Steve Rabin, editor, AI Game
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162 Paul Tozour. First-Person Shooter AI Architecture. In Steve Rabin, editor,
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163 Paul Tozour. Introduction to Bayesian Networks and Reasoning Under Uncertainty.
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164 François Dominic Laramée. A Rule-Based Architecture using Dempster-Shafer
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165 Steve Rabin. Enhancing a State Machine Language through Messaging. In
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166 Steve Rabin. Implementing a State Machine Language. In Steve Rabin, editor,
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167 Thor Alexander. An Optimized Fuzzy Logic Architecture for Decision-Making.
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168 Jeff Orkin. A General Purpose Trigger System. In Steve Rabin, editor,
AI Game Programming Wisdom, Charles River Media, Inc., 2002.
169 Sandeep V. Kharkar. Camera AI for Replays. In Steve Rabin, editor, AI
Game Programming Wisdom
, Charles River Media, Inc., 2002.
170 Joseph C. Adzima. Competitive AI Racing under Open Street Conditions.
In Steve Rabin, editor, AI Game Programming Wisdom, Charles River
Media, Inc., 2002.
171 Gari Biasillo. Racing AI Logic. In Steve Rabin, editor, AI Game Programming
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, Charles River Media, Inc., 2002.
172 Gari Biasillo. Representing a Race Track for the AI. In Steve Rabin,
editor, AI Game Programming Wisdom, Charles River Media, Inc.,
2002.
173 Gari Biasillo. Training an AI to Race. In Steve Rabin, editor, AI
Game Programming Wisdom
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174 Tom Scutt. Simple Swarms as an Alternative to Flocking. In Steve Rabin,
editor, AI Game Programming Wisdom, Charles River Media, Inc.,
2002.
175 Chad Dawson. Formations. In Steve Rabin, editor, AI Game Programming
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