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9. Bibliografía

Bibliografía

  • Asensio, J. M. L., Peralta, J., Arrabales, R., Bedia, M. G., Cortez, P., & Peña, A. L. (2014). Artificial intelligence approaches for the generation and assessment of believable human-like behaviour in virtual characters. Expert Systems with Applications, 41(16), 7281-7290.
  • Ben-Ari, M., Mondada, F., Ben-Ari, M., & Mondada, F. (2018). Finite state machines. Elements of robotics, 55-61.
  • Bourg, D. M., & Seemann, G. (2004). AI for game developers. Chapter 8: Scripted AI and Scripting Engines. O'Reilly Media, Inc..
  • Colledanchise, M., & Ögren, P. (2018). Behavior trees in robotics and AI: An introduction. CRC Press.
  • Cui, X., & Shi, H. (2011). A*-based pathfinding in modern computer games. International Journal of Computer Science and Network Security, 11(1), 125-130.
  • De Ville, B. (2013). Decision trees. Wiley Interdisciplinary Reviews: Computational Statistics, 5(6), 448-455.
  • Gonzalez-Pardo, A., Palero, F., & Camacho, D. (2015). An empirical study on collective intelligence algorithms for video games problem-solving.
  • Hendrikx, M., Meijer, S., Van Der Velden, J., & Iosup, A. (2013). Procedural content generation for games: A survey. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 9(1), 1-22.
  • Knutsen, K. Í. (2021). Visual Scripting in Game Development.
  • Long, E. (2007). Enhanced NPC behaviour using goal oriented action planning. Master's Thesis, School of Computing and Advanced Technologies, University of Abertay Dundee, Dundee, UK.
  • Lucas, S. M., Mateas, M., Preuss, M., Spronck, P., Togelius, J., Cowling, P. I., ... & Bouzy, B. (2013). Artificial and computational intelligence in games (Vol. 6). Schloss Dagstuhl-Leibniz-Zentrum für Informatik.
  • Miikkulainen, R., Bryant, B. D., Cornelius, R., Karpov, I. V., Stanley, K. O., & Yong, C. H. (2006). Computational intelligence in games. Computational Intelligence: Principles and Practice, 155-191.
  • Yannakakis, G. N., & Togelius, J. (2014). A panorama of artificial and computational intelligence in games. IEEE Transactions on Computational Intelligence and AI in Games, 7(4), 317-335.
  • Yannakakis, G. N., & Togelius, J. (2018). Artificial intelligence and games (Vol. 2, pp. 2475-1502). New York: Springer.
  • Zagal, J. P., Tomuro, N., & Shepitsen, A. (2012). Natural language processing in game studies research: An overview. Simulation & Gaming, 43(3), 356-373.