A Video Game Based on Optimal Control and Elementary Statistics

Show more

References

[1] A. K. Bay-Hinitz, R. F. Peterson and H. R. Quilitch, “Cooperative Games: A Way to Modify Aggressive and Cooperative Behaviours in Young Children,” Journal of Applied Behavior Analysis, Vol. 27, No. 3, 1994, pp. 435-446. doi:10.1901/jaba.1994.27-435

[2] M. V. Aponte, G. Levieux and S. Natkin, “Scaling the Level of Difficulty in Single Player Video Games,” Proceedings of the 8th International Conference on Entertainment Computing, Paris, 3-5 September 2009, S. Natkin and J. Dupire, Eds., ICEC 5709, 2009, pp. 24-35.

[3] R. Prada and A. Paiva, “Teaming up Humans with Autonomous Synthetic Characters,” Artificial Intelligence, Vol. 173, No. 1, 2009, pp. 80-103.
doi:10.1016/j.artint.2008.08.006

[4] I. Millington, “Artificial Intelligence for Games,” Elsevier, Morgan Kaufmann Publications, 2006.

[5] L. Sha, S. He, J. Wang, J. Yang, Y. Gao, Y. Zhang and X. Yu, “Creating Appropriate Challenge Level Game Opponent by the Use of Dynamic Difficulty Adjustment,” 2010 6th International Conference on Natural Computation (ICNC 2010), IEEE Circuits and Systems Society, 2010, pp. 3897-3901.

[6] M. Giacinti, F. Mariani, M. C. Recchioni and F. Zirilli, “A Video Game Based on Elementary Equations,” Annals of Mathematics and Artificial Intelligence, 2012.

[7] N. Beume, H. Danielsiek, T. Hein, B. Naujoks, N. Piatkowski, R. Stüer, A. Thom and S. Wessing, “Towards Intelligent Team Composition and Maneuvering in Real-Time Strategy Games,” IEEE Transactions on Computational Intelligence and AI in Games, Vol. 2, No. 2, 2010, pp. 82-98. doi:10.1109/TCIAIG.2010.2047645

[8] D. B. Fogel, T. J. Haysa and D. R. Johnson, “A Platform for Evolving Intelligently Interactive Adversaries,” Biosystems, Vol. 85, No. 1, 2006, pp. 72-83.
doi:10.1016/j.biosystems.2006.02.010

[9] V. Kokkevis, “Practical Physics for Articulated Characters,” Game Developers Conference 2004, San Jose, 2004, pp. 1-16. http://www.red3d.com/cwr/games/#ai-papers

[10] I. Millington, “Game Physics Engine Developments,” Elsevier Inc., San Francisco, 2007.

[11] C. W. Reynolds, “Flocks, Herds, and Schools: A Distributed Behavioral Model,” Computer Graphics, Vol. 21, No. 4, 1987, pp. 25-34. doi:10.1145/37402.37406

[12] S. I. Nishimura and T. Ikegami, “Emergence of Collective Strategies in a Prey-Predator Game Model,” Artificial Life, Vol. 3, No. 4, 1997, pp. 243-260.
doi:10.1162/artl.1997.3.4.243

[13] S. Kim, C. Hoffman and J. M. Lee, “An Experimental in Rule-Based Crowd Behaviour for Intelligent Games,” ICCIT, 2009 IEEE Fourth International Conference on Computer Sciences and Convergence Information Technologies, Seoul, 24-26 November 2009, pp. 410-415.
doi:10.1109/ICCIT.2009.239

[14] K. Gopalsamy, “Exchange of Equilibria in Two Species Lotka-Volterra Competition Models,” The Journal of the Australian Mathematical Society (Series B), Vol. 24, No. 2, 1982, pp. 160-170. doi:10.1017/S0334270000003659

[15] B. Lahey, W. Burleson, C. N. Jensen, N. Freed, P. Lu and K. Muldner, “Integrating Video Games and Robotic Play in Physical Environments,” Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, Los Angeles, ACM Publishing, New York, 2008, Vol. 1, pp. 153-170.

[16] B. Lahey, N. Freed, P. Lu, C. N. Jensen, K. Muldner and W. Burleson, “Human-Robot Interactions to Promote Play and Learning,” Proceedings of the 8th International Conference on Interaction Design and Children (IDC 2009), Como, ACM Publishing, New York, 2009, pp. 280-281.

[17] M. Athans, “On Optimal Allocation and Guidance Laws for Linear Interception and Rendez Vous Problems,” IEEE Transactions on Aerospace and Electronics Systems, Vol. AES7, No. 5, 1971, pp. 843-853.
doi:10.1109/TAES.1971.310324

[18] R. Isaacs, “Differential Games,” Dover Publication, New York, 1999.

[19] T. L. Friesz, “Dynamic Optimization and Differential Games,” International Series in Operations Research & Management Science, Vol. 135, Springer, New York, 2010, pp. 138-142.