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dc.contributor.authorHartley, Thomas
dc.contributor.authorMehdi, Quasim
dc.date.accessioned2008-08-07T10:08:26Z
dc.date.available2008-08-07T10:08:26Z
dc.date.issued2006
dc.identifier.citationIn: Mehdi, Q. and Elmaghraby, A. (Eds.), Proceedings of CGAMES’2006. 8th International Conference on Computer Games: Artificial Intelligence and Mobile Systems, 24-27 July 2006, Louisville, Kentucky, USA
dc.identifier.isbn0-9549016-1-4
dc.identifier.urihttp://hdl.handle.net/2436/34677
dc.description.abstractIn this paper we present our work towards the development of an online learning and adaptation architecture for non-player characters (NPCs) (agents) in first person shooter (FPS) computer games. We will outline the development of our case storage and retrieval method, which uses an adaptive k-d tree based approach and discuss the issues related to employing this technique for online storage and retrieval of cases. We conclude by evaluating the performance of the developed data structures and discussing results.
dc.language.isoen
dc.publisherThe University of Wolverhampton, School of Computing and Information Technology
dc.subjectOnline adaptation
dc.subjectCase storage and retrieval
dc.subjectk-d trees
dc.titleTowards Online Adaptation In Action Games: Case Storage and Retrieval
dc.title.alternativeProceedings of CGAMES’2006
dc.typeConference contribution
refterms.dateFOA2018-08-21T11:40:30Z
html.description.abstractIn this paper we present our work towards the development of an online learning and adaptation architecture for non-player characters (NPCs) (agents) in first person shooter (FPS) computer games. We will outline the development of our case storage and retrieval method, which uses an adaptive k-d tree based approach and discuss the issues related to employing this technique for online storage and retrieval of cases. We conclude by evaluating the performance of the developed data structures and discussing results.


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