References/Bibliography

NWC603COM – Using AI in Computer Games                                                        Rachel Osho                                                                                                                                              ID: 309740
Assignment 1 – Theory One


Bibliography


1. (2015). [video] Directed by Youtube.
2. D, S. (2017). Teaching an AI to play a simple game using Q-learning - Practical Artificial Intelligence. [online] Practical Artificial Intelligence. Available at: https://www.practicalai.io/teaching-ai-play-simple-game-using-q-learning/ [Accessed 3 Nov. 2017].
3. Gallear, W. (2017). BSc Creative Computing. [online] Prezi. Available at: https://prezi.com/view/m/GsEiZBJDMchJZzfCNaHx/ [Accessed 31 Oct. 2017].
4. Lent, T. (2017). NEW WAYS ARTIFICIAL INTELLIGENCE CAN IMPROVE PLAYER EXPERIENCE IN GAMES. [online] PLAYABL.AI. Available at: http://www.playabl.ai/blog/?author=59f0cad38fd4d228041eb6dd [Accessed 4 Nov. 2017].
5. Millington, I. and Funge, J. (2016). Artificial Intelligence for Games. 2nd ed. London: CRC Press
6. Pirovano, M. (2012). The use of fuzzy logic for artificial intelligence in games.
7. wikipedia. (n.d.). Pathfinding. [online] Available at: https://en.wikipedia.org/wiki/Pathfinding [Accessed 4 Nov. 2017].
8. Wikipedia. (n.d.). Q-learning. [online] Available at: https://en.wikipedia.org/wiki/Q-learning [Accessed 3 Nov. 2017].

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