AI Game Programming Wisdom
By S. Rabin. 2002
353 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/921512706ecacd88d762f1af86d28596ef7c339a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Julian Togelius
- Georgios N. Yannakakis
- Sebastian Risi
- Kenneth O. Stanley
- Cameron Browne
- Sven Koenig
- Alex Nash
- Ariel Felner
Citations in the corpus
- Search-Based Procedural Content Generation: A Taxonomy and Survey (2011, background): “In this context a novel application for AI has opened up that focuses more on the creative and artistic side of game design [1], [2], [3], [4], [5], [6] than on the tactical and strategic considerations common to NPC AI [7], [8], [9], [10].”
- Theta*: Any-Angle Path Planning on Grids (2007, methodology): “1. Introduction In this article, we study path planning for robotics and video games (Choset, Lynch, Hutchinson, Kantor, Burgard, Kavraki, & Thrun, 2005; Deloura, 2000; Patel, 2000; Murphy, 2000; Rabin, 2002), where a two-dimensional continuous terrain is discretized into a grid with blocked and”