| Bibliography by Source Type |
| The FREQ Procedure |
| Source | ||||
| ETYPE | Frequency | Percent | Cumulative Frequency |
Cumulative Percent |
| article | 25 | 11.47 | 25 | 11.47 |
| book | 1 | 0.46 | 26 | 11.93 |
| incollection | 112 | 51.38 | 138 | 63.30 |
| inproceedings | 47 | 21.56 | 185 | 84.86 |
| mastersthesis | 1 | 0.46 | 186 | 85.32 |
| misc | 2 | 0.92 | 188 | 86.24 |
| phdthesis | 1 | 0.46 | 189 | 86.70 |
| techreport | 15 | 6.88 | 204 | 93.58 |
| unpublished | 14 | 6.42 | 218 | 100.00 |
| Bibliography by Source Type |
| Source=article |
| id | Reference | pdfhref | href |
| 2 | Robin Milner, Joachim Parrow, and David Walker. A Calculus of Mobile Processes, Part I. Information and Computation, 100:1-46, 1992. |
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| 5 | Vadim V. Anshelevich. A Hierarchical Approach to Computer Hex. Artificial Intelligence, 134:101-120, 2002. |
[PDF] |
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| 10 | Ke Chen and Liping Yang and Xiang Yu and Huisheng Chi. A self-generating modular neural network architecture for supervised learning. Neurocomputing, 16(1):33-48, 1997. |
[PDF] |
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| 15 | P. Jacquet and W. Szpankowski and I. Apostol. A universal predictor based on pattern matching. IEEE Transactions on Information Theory, 48(6):1462-1472, 2002. |
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| 20 | Surnjani Djoko and Diane J. Cook and Lawrence B. Holder. An Empirical Study of Domain Knowledge and its Benefits to Substructure Discovery. IEEE Transactions on Knowledge and Data Engineering, 9(4):575-586, 1997. |
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| 21 | Klaus-Robert Müller and Sebastian Mika and Gunnar Rätsch and Koji Tsuda and Bernhard Schölkopf. An Introduction to Kernel-Based Learning Algorithms. IEEE Transactions on Neural Networks, 12(2):181-201, 2001. |
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| 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. |
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| 32 | Peter Wegner and Dina Goldin. Computation beyond turing machines. Commun. ACM, 46(4):100–102, 2003. |
[PDF] |
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| 34 | Bruno Bouzy and Tristan Cazenave. Computer Go: an AI oriented survey. Artif. Intell., 132(1):39–103, 2001. |
[URL] |
|
| 35 | David Wolfe and William Fraser. Counting the number of games. Theoretical Computer Science, 313(3):527-532, 2004. |
[PDF] |
[PS] |
| 38 | Jon Orwant. EGGG: Automated programming for game generation. IBM Systems Journal, 39(3/4):782–794, 2000. |
[URL] |
|
| 41 | Jonathan van Benthem. Extensive games as process models. Journal of Logic, Language,and Information, 11(3):289-313, 2002. |
[PDF] | |
| 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. |
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| 55 | Michael Buro. How Machines Have Learned to Play Othello. IEEE Intelligent Systems, 14(6):12–14, 1999. |
[PDF] | |
| 58 | Peter Wegner. Interactive foundations of computing. Theoretical Computer Science, 192(2):315–351, 1998. |
[PDF] |
|
| 61 | Kamishima Toshihiro. Learning from Cluster Examples. Machine Learning, 53(3):199–233, 2003. |
[PDF] |
|
| 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. |
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| 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. |
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| 87 | Anil K. Jain and Robert P. W. Duin and Jianchang Mao. Statistical Pattern Recognition: A Review. IEEE Trans. Pattern Anal. Mach. Intell., 22(1):4–37, 2000. |
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| 88 | David Foster and Peter Dayan. Structure in the Space of Value Functions. Machine Learning, 49(2-3):325–346, 2002. |
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| 93 | Valentin Goranko. The Basic Algebra of Game Equivalences. Studia Logica, 75(2):221-238, 2001. |
[PS] |
|
| 98 | Markku Eskelinen. The gaming situation. Game Studies, 1(1), 2001. | [URL] | |
| 99 | Henk Barendregt. The Impact of the Lambda Calculus on Logic and Computer Science. Bulletin of Symbolic Logic, 3(3):181–215, 1997. |
[PS] |
|
| 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] |
| Source=book |
| id | Reference | pdfhref | href |
| 112 | Elwyn R. Berlekamp and John H. Conway and Richard K. Guy. Winning Ways for your Mathematical Plays., Vol. 1, A.K. Peters, 2001. |
| Source=incollection |
| 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] |
|
| 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] |
|
| 60 | Henk Barendregt. Lambda calculus with types. In S. Abramsky, D.M. Gabbay, and T.S.E. Maibaum, editors, Handbook of Logic in Computer Science, volume II, pages 118-310, Oxford University Press,, 1992. |
[PDF] |
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| 65 | Peter Clark. Machine Learning: Techniques and Recent Developments. In A. R. Mirzai, editor, Artificial Intelligence: Concepts and Applications in Engineering, Chapman and Hall, 1990. |
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| 72 | George Cybenko and Sirpa Saarinen and Robert Gray and others. On the effectiveness of memory-based methods in machine learning. In K. Warwick, editor, Dealing with Complexity, Springer-Verlag, 1997. |
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| 100 | S. Abramsky. The Lazy Lambda Calculus. In D. A. Turner, editor, Research Topics in Functional Programming, pages 65–116, Addison-Welsey, 1990. |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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. |
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| 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. |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
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| 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] |
|
| 148 | Timothy Cain. Practical Optimizations for A* Path Generation. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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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. |
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| 150 | Daniel Higgins. Generic A* Pathfinding. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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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. |
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| 152 | Daniel Higgins. Pathfinding Design Architecture. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 153 | Sandeep V. Kharkar. Simulating Real Animal Behavior. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 154 | Bob Alexander. An Architecture Based on Load Balancing. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 155 | Bruce Blumberg and Damian Isla. Blackboard Architectures. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 156 | Mike Christian. A Simple Inference Engine for a Rule-Based Architecture. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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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 River Media, Inc., 2002. |
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| 158 | Alex McLean. An Efficient AI Architecture using Prioritized Task Categories. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 159 | John O Brien. A Flexible Goal-Based Planning Architecture. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 160 | Bob Scott. Architecting an RTS AI. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 161 | Bob Scott. Architecting a Game AI. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 162 | Paul Tozour. First-Person Shooter AI Architecture. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 163 | Paul Tozour. Introduction to Bayesian Networks and Reasoning Under Uncertainty. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 164 | François Dominic Laramée. A Rule-Based Architecture using Dempster-Shafer Theory. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 165 | Steve Rabin. Enhancing a State Machine Language through Messaging. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 166 | Steve Rabin. Implementing a State Machine Language. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 167 | Thor Alexander. An Optimized Fuzzy Logic Architecture for Decision-Making. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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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. |
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| 169 | Sandeep V. Kharkar. Camera AI for Replays. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 170 | Joseph C. Adzima. Competitive AI Racing under Open Street Conditions. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 171 | Gari Biasillo. Racing AI Logic. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 172 | Gari Biasillo. Representing a Race Track for the AI. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 173 | Gari Biasillo. Training an AI to Race. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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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. |
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| 175 | Chad Dawson. Formations. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 176 | P.J. Snavely. Agent Cooperation in FSMs for Baseball. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 177 | Michael Zarozinski. An Open Source Fuzzy Logic Library. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 178 | Bob Alexander. The Beauty of Response Curves. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 179 | Neil Kirby. Solving the Right Problem. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 180 | Jeff Orkin. 12 Tips from the Trenches. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 181 | Bob Scott. The Illusion of Intelligence. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 182 | Jeff Orkin. Realistic Character Behavior with Prioritized, Categorized Animation. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 183 | Jeff Orkin. A Data-Driven Architecture for Animation Selection. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 184 | Phil Carlisle. Designing a GUI Tool to Aid in the Development of Finite State Machines. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 185 | Tom Vykruta. Simple and Efficient Line-of-Sight for 3D Landscapes. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 186 | Paul Tozour. Building an AI Diagnostic Toolset. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 187 | Paul Tozour. The Evolution of Game AI. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 188 | Thor Alexander. GoCap: Game Observation Capture. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 189 | Richard Evans. Varieties of Learning. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 190 | John Manslow. Learning and Adaptation in Games. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 191 | François Dominic Laramée. Genetic Algorithms: Evolving the Perfect Troll. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 192 | Alex J. Champandard. The Dark Art of Neural Networks. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 193 | John Manslow. Imitating Random Variations in Behavior using a Neural Network. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 194 | Jonty Barnes and Jason Hutchens. Practical Natural Language Learning. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 195 | François Dominic Laramée. Using N-Gram Statistical Models to Predict Player Behavior. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 196 | Fri Mommersteeg. Pattern Recognition with Sequential Prediction. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 197 | Jonty Barnes and Jason Hutchens. Testing Undefined Behavior as a Result of Learning. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 198 | Mark Brockington. Level-Of-Detail AI for a Large Role-Playing Game. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 199 | Noah Stein. Intercepting a Ball. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 200 | Lars Lidén. Strategic and Tactical Reasoning with Waypoints. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 201 | Smith Surasmith. Preprocessed Solution for Open Terrain Environments. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 202 | Paul Tozour. Building a Near-Optimal Navigation Mesh. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 203 | Chris Charla and Mike Mika. Simple, Cheap Pathfinding. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 204 | John Hancock. Navigating Doors, Elevators, Ledges, and Other Obstacles. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 205 | Marco Pinter. Realistic Turning between Waypoints. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 206 | Greg Alt and Kristin King. A Dynamic Reputation System Based on Event Knowledge. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 207 | Jonty Barnes and Jason Hutchens. Scripting for Undefined Circumstances. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 208 | Lee Berger. Scripting: System Integration. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 209 | Lee Berger. Scripting: Overview and Code Generation. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 210 | Lee Berger. Scripting: The Interpreter Engine. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 211 | Mark Brockington and Mark Darrah. How Not To Implement a Basic Scripting Language. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 212 | Falko Poiker. Creating Scripting Languages for Non-Programmers. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 213 | Paul Tozour. The Perils of AI Scripting. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 214 | John Reynolds. Tactical Team AI Using a Command Hierarchy. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 215 | William van der Sterren. Squad Tactics: Planned Maneuvers. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 216 | William van der Sterren. Squad Tactics: Team AI and Emergent Maneuvers. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 217 | Steven Woodcock. Recognizing Strategic Dispositions: Engaging the Enemy. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 218 | Paul Tozour. The Basics of Ranged Weapon Combat. In Steve Rabin, editor, AI Game Programming Wisdom, Charles River Media, Inc., 2002. |
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| 7 | Ronen I. Brafman and Moshe Tennenholtz. A Near-Optimal Poly-Time Algorithm for Learning a class of Stochastic Games. In Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence, pages 734–739, Morgan Kaufmann Publishers Inc., 1999. |
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| 11 | Jeremy Pickens. A Survey of Feature Selection Techniques for Music Information Retrieval. In Proceedings of the 2nd International Symposium on Music Information Retrieval (ISMIR), 2001. |
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| 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. |
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| 22 | Brian R Gaines. An Ounce of Knowledge is Worth a Ton of Data: Quantitative Studies of the Trade-off between Expertise and Data based on Statistically Well-founded Empirical Induction. In Proceedings of the Sixth International Workshop on Machine Learning, pages 156-159, Morgan Kaufmann, 1989. |
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| 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. |
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