{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2024,9,9]],"date-time":"2024-09-09T11:29:28Z","timestamp":1725881368884},"publisher-location":"Cham","reference-count":21,"publisher":"Springer International Publishing","isbn-type":[{"type":"print","value":"9783319540412"},{"type":"electronic","value":"9783319540429"}],"license":[{"start":{"date-parts":[[2017,1,1]],"date-time":"2017-01-01T00:00:00Z","timestamp":1483228800000},"content-version":"unspecified","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2017]]},"DOI":"10.1007\/978-3-319-54042-9_28","type":"book-chapter","created":{"date-parts":[[2017,2,28]],"date-time":"2017-02-28T14:21:51Z","timestamp":1488291711000},"page":"308-318","source":"Crossref","is-referenced-by-count":1,"title":["Data-Driven Video Game Agent Pathfinding"],"prefix":"10.1007","author":[{"given":"Pawe\u0142","family":"Stawarz","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Zbigniew","family":"\u015awider","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","published-online":{"date-parts":[[2017,3,1]]},"reference":[{"key":"28_CR1","doi-asserted-by":"crossref","first-page":"269","DOI":"10.1007\/BF01386390","volume":"1","author":"EW Dijkstra","year":"1959","unstructured":"Dijkstra, E.W.: A note on two problems in connexion with graphs. Numer. Math. 1, 269\u2013271 (1959)","journal-title":"Numer. Math."},{"key":"28_CR2","first-page":"125","volume":"11","author":"X Cui","year":"2011","unstructured":"Cui, X., Shi, H.: A*-based pathfinding in modern computer games. Int. J. Comput. Sci. Netw. Secur. 11, 125\u2013130 (2011)","journal-title":"Int. J. Comput. Sci. Netw. Secur."},{"key":"28_CR3","unstructured":"Muntean, P.: Mobile robot navigation on partially known maps using the fast a star algorithm. arXiv preprint arXiv:1604.08708 (2016)"},{"key":"28_CR4","first-page":"28","volume":"10","author":"B Stout","year":"1996","unstructured":"Stout, B.: Smart moves: intelligent pathfinding. Game Dev. Mag. 10, 28\u201335 (1996)","journal-title":"Game Dev. Mag."},{"key":"28_CR5","doi-asserted-by":"crossref","first-page":"57","DOI":"10.1016\/j.ijhcs.2009.09.008","volume":"68","author":"S Lim","year":"2010","unstructured":"Lim, S., Reeves, B.: Computer agents versus avatars: responses to interactive game characters controlled by a computer or other player. Int. J. Hum. Comput. Stud. 68, 57\u201368 (2010)","journal-title":"Int. J. Hum. Comput. Stud."},{"key":"28_CR6","unstructured":"Tenc\u00e9, F., Buche, C., Loor, P.D., Marc, O.: The challenge of believability in video games: definitions, agents models and imitation learning. CoRR abs\/1009.0451 (2010)"},{"key":"28_CR7","doi-asserted-by":"crossref","DOI":"10.1201\/b18373","volume-title":"Game AI Pro 2: Collected Wisdom of Game AI Professionals","author":"S Rabin","year":"2015","unstructured":"Rabin, S.: Game AI Pro 2: Collected Wisdom of Game AI Professionals. CRC Press, Taylor & Francis Group, Boca Raton (2015)"},{"key":"28_CR8","doi-asserted-by":"crossref","first-page":"40","DOI":"10.1109\/MSPEC.2002.1088444","volume":"39","author":"S Cass","year":"2002","unstructured":"Cass, S.: Mind games [computer game AI]. IEEE Spectr. 39, 40\u201344 (2002)","journal-title":"IEEE Spectr."},{"key":"28_CR9","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1016\/j.asoc.2014.04.033","volume":"20","author":"C Scheepers","year":"2014","unstructured":"Scheepers, C., Engelbrecht, A.: Training multi-agent teams from zero knowledge with the competitive coevolutionary team-based particle swarm optimiser. Soft Comput. 20, 1\u201314 (2014)","journal-title":"Soft Comput."},{"key":"28_CR10","first-page":"75","volume":"27","author":"M Ponsen","year":"2006","unstructured":"Ponsen, M., Munoz-Avila, H., Spronck, P., Aha, D.W.: Automatically generating game tactics through evolutionary learning. AI Mag. 27, 75 (2006)","journal-title":"AI Mag."},{"key":"28_CR11","unstructured":"Stanley, K.O., Bryant, B.D., Miikkulainen, R.: Evolving neural network agents in the NERO video game. In: Proceedings of the IEEE, pp. 182\u2013189 (2005)"},{"key":"28_CR12","unstructured":"Stanley, K.O., Bryant, B.D., Karpov, I., Miikkulainen, R.: Real-time evolution of neural networks in the NERO video game. In: AAAI, pp. 1671\u20131674 (2006)"},{"key":"28_CR13","doi-asserted-by":"crossref","unstructured":"Johnson, D., Wiles, J.: Computer games with intelligence. In: FUZZ-IEEE, pp. 1355\u20131358. Citeseer (2001)","DOI":"10.1109\/FUZZ.2001.1008909"},{"key":"28_CR14","first-page":"13:1","volume":"2008","author":"TCH John","year":"2008","unstructured":"John, T.C.H., Prakash, E.C., Chaudhari, N.S.: Strategic team AI path plans: probabilistic pathfinding. Int. J. Comput. Games Technol. 2008, 13:1\u201313:6 (2008)","journal-title":"Int. J. Comput. Games Technol."},{"key":"28_CR15","doi-asserted-by":"crossref","first-page":"321","DOI":"10.1016\/0004-3702(94)90047-7","volume":"71","author":"M Dorigo","year":"1994","unstructured":"Dorigo, M., Colombetti, M.: Robot shaping: developing autonomous agents through learning. Artif. Intell. 71, 321\u2013370 (1994)","journal-title":"Artif. Intell."},{"key":"28_CR16","unstructured":"Welsh, S., Pisan, Y.: Information-oriented design and game AI. In: Proceedings of the Second Australasian Conference on Interactive Entertainment, pp. 227\u2013234. Creativity & Cognition Studios Press, Sydney (2005)"},{"key":"28_CR17","first-page":"15","volume":"3","author":"G Christou","year":"2013","unstructured":"Christou, G.: A comparison between experienced and inexperienced video game players\u2019 perceptions. Hum.-Centric Comput. Inf. Sci. 3, 15 (2013)","journal-title":"Inf. Sci."},{"key":"28_CR18","doi-asserted-by":"crossref","unstructured":"Freund, E., Hoyer, H.: Pathfinding in multi-robot systems: solution and applications. In: Proceedings of the 1986 IEEE International Conference on Robotics and Automation, pp. 103\u2013111 (1986)","DOI":"10.1109\/ROBOT.1986.1087653"},{"key":"28_CR19","doi-asserted-by":"crossref","unstructured":"Drachen, A., Sifa, R., Bauckhage, C., Thurau, C.: Guns, swords and data: clustering of player behavior in computer games in the wild. In: 2012 IEEE Conference on Computational Intelligence and Games (CIG), pp. 163\u2013170 (2012)","DOI":"10.1109\/CIG.2012.6374152"},{"key":"28_CR20","unstructured":"Riot Games, I.: Riot Games API. https:\/\/developer.riotgames.com\/"},{"key":"28_CR21","doi-asserted-by":"crossref","unstructured":"Hsieh, J.L., Sun, C.T.: Building a player strategy model by analyzing replays of real-time strategy games. In: 2008 IEEE International Joint Conference on Neural Networks (IEEE World Congress on Computational Intelligence), pp. 3106\u20133111 (2008)","DOI":"10.1109\/IJCNN.2008.4634237"}],"container-title":["Advances in Intelligent Systems and Computing","Automation 2017"],"original-title":[],"link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-319-54042-9_28","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2017,6,25]],"date-time":"2017-06-25T11:33:52Z","timestamp":1498390432000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/978-3-319-54042-9_28"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2017]]},"ISBN":["9783319540412","9783319540429"],"references-count":21,"URL":"https:\/\/doi.org\/10.1007\/978-3-319-54042-9_28","relation":{},"ISSN":["2194-5357","2194-5365"],"issn-type":[{"type":"print","value":"2194-5357"},{"type":"electronic","value":"2194-5365"}],"subject":[],"published":{"date-parts":[[2017]]}}}