Monday 1 December 2008

Harvard Refs

I decided that since it's not going to be possible to write up notes on everything that I have read so far, I will just put up some of the sources that will go into my references and bibliography. 

DeLoura, M. 2000. Game Programming Gems. US: Charles River Media

DeLoura, M. 2001. Game Programming Gems 2. US: Charles River Media

DeLoura, M. 2006. Game Programming Gems 6. US: Charles River Media

DeLoura, M. 2008. Game Programming Gems 7. US: Charles River Media

Rabin, S. 2002. AI Game Programming Wisdom. US: Charles River Media

Rabin, S. 2004. AI Game Programming Wisdom 2. US: Charles River Media

GameDev. [Online]. Available from: http://www.gamedev.net [Accessed October 2008]

Gamasutra. [Online]. Available from: http://www.gamasutra.com [Accessed October 2008]

Smed, J. And Hakonen, H. 2006. Algorithms and Networking for Computer Games. England: Wiley

Vaart, Elske. And Verbrugge, R. Agent-Based Models for Animal Cognition: A Proposal and Prototype. [Online] Available from: http://www.aamas-conference.org/Proceedings/aamas08/proceedings/pdf/paper/AAMAS08_0555.pdf [Accessed September 2008]

Tu, X. And Terzopoulos, D. Artificial Fishes: Physics, Locomotion, Perception, Behaviour. Department of Computer Science, University of Toronto. [Online] Available from: http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.33.8083 [Accessed September 2008]

 

Goldenstein, S. , Large, E. And Metaxas, D. Dynamic Autonomous Agents: Game Applications. Center for Human Modelling and Simulation, Computer and Information Science Department, University of Pennsylvania. [Online] Available from: http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.27.8837 [Accessed October 2008]

Go, J. , Vu, T. And Kuffner, J.J.K. Autonomous Behaviours for Interactive Vehicle Animations. School of Computer Science, Carnegie Mellon University. [Online] Available from: http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.61.1577 [Accessed October 2008]

Reynolds, C,W,R. Steering Behaviours For Autonomous Characters. [Online] Available from: http://www.red.com/cwr/. [Accessed October 2008]

Reynolds, C,W,R. Interaction with Groups of Autonomous Characters. [Online] Available from http://www.red3d.com/cwr/papers/2000/pip.pdf. [Accessed September 2008]

Intrinsic Algorithm. 2008. [Online]. Available from: http://www.intrinsicalgorithm.com/. [Accessed November 2008]

A Primer on Artificial Intelligence Technologies. 2000. [Online] Available from: http://users.erols.com/jsaunders/papers/aitechniques.htm. [Accessed November 2008]

Amit’s A* Pages. 2008. [Online]. Available from: http://theory.stanford.edu/~amitp/GameProgramming/. [Accessed November 2008]

Game AI. 2007. [Online]. Available from: http://www.gameai.com/. [Accessed November 2008]

Generation5. 2004. [Online]. Available from: http://www.generation5.org/articles.asp?Action=List&Topic=Artificial+Life. [Accessed November 2008]

Bourge, D. and Seemann, G.  2004.  AI for game developers.  1st ed.  USA: O’Reilly.

Fairclough, C et al.  2001.  Research directions for AI in computer games.  Department of Computer Science, Trinity College, University of Dublin.  [online]  Avaliable from: https://www.cs.tcd.ie/publications/tech-reports/reports.01/TCD-CS-2001-29.pdf  [Accessed on September 2008]

Diller, D et al. Behaviour Modeling in Commercial Games. [Online] Available from:http://seriousgames.bbn.com/behaviorauthoring/BRIMS_Behavior_Authoring_in_Games_2004.pdf [Accessed on September 2008]

Anderson, F. 2003. Playing Smart – Artificial Intelligence in Computer Games. [Online] Available from: http://old.zfxcon.info/zfxCON03/Proceedings/zfxCON03_EAndersonText.pdf [Accessed on September 2008]

Laird, J.E.L. and Lent, M.V.L. Human-Level AI’s Killer Application Interactive Computer Games. [Online] Available from: http://www.aaai.org/ojs/index.php/aimagazine/article/viewFile/1558/1457

[Accessed on October 2008]

Brooks, R.A.B. Intelligence Without Representation. [Online] Available from http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.12.1680 [Accessed on October 2008]

Guy, W. 2008. AI and Artificial Life in Video Games. 1st ed. USA: Charles River Media.

Mark, D. 2008. Multi-Axial Dynamic Threshold Fuzzy Decision Algorithm. In: Rabin, S. AI Game Programming Wisdom 4. pp.347- 358.

Buckland, M. 2005. Programming Game AI by Example. USA: Wordware Publishing Inc. 


Theres alot more to come aswell!