{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,26]],"date-time":"2026-04-26T05:40:37Z","timestamp":1777182037816,"version":"3.51.4"},"reference-count":21,"publisher":"Springer Science and Business Media LLC","issue":"1","license":[{"start":{"date-parts":[[2017,6,13]],"date-time":"2017-06-13T00:00:00Z","timestamp":1497312000000},"content-version":"unspecified","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":["Cluster Comput"],"published-print":{"date-parts":[[2018,3]]},"DOI":"10.1007\/s10586-017-0969-2","type":"journal-article","created":{"date-parts":[[2017,6,13]],"date-time":"2017-06-13T07:36:21Z","timestamp":1497339381000},"page":"655-666","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":11,"title":["Zombies Arena: fusion of reinforcement learning with augmented reality on NPC"],"prefix":"10.1007","volume":"21","author":[{"given":"Saad","family":"Razzaq","sequence":"first","affiliation":[]},{"given":"Fahad","family":"Maqbool","sequence":"additional","affiliation":[]},{"given":"Maham","family":"Khalid","sequence":"additional","affiliation":[]},{"given":"Iram","family":"Tariq","sequence":"additional","affiliation":[]},{"given":"Aqsa","family":"Zahoor","sequence":"additional","affiliation":[]},{"given":"Muhammad","family":"Ilyas","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2017,6,13]]},"reference":[{"key":"969_CR1","doi-asserted-by":"crossref","unstructured":"Hou, Y., Feng, L., Ong, Y.S.: Creating human-like non-player game characters using a memetic multi-agent system. In: 2016 International Joint Conference on Neural Networks (IJCNN), pp. 177\u2013184. IEEE (2016)","DOI":"10.1109\/IJCNN.2016.7727196"},{"issue":"2","key":"969_CR2","doi-asserted-by":"crossref","first-page":"180","DOI":"10.1109\/TCIAIG.2014.2363042","volume":"7","author":"Frank G Glavin","year":"2015","unstructured":"Glavin, Frank G., Madden, Michael G.: Adaptive shooting for bots in first person shooter games using reinforcement learning. IEEE Trans. Comput. Intell. AI Games 7(2), 180\u2013192 (2015)","journal-title":"IEEE Trans. Comput. Intell. AI Games"},{"issue":"1","key":"969_CR3","doi-asserted-by":"crossref","first-page":"43","DOI":"10.1109\/TCIAIG.2010.2100395","volume":"3","author":"Michelle McPartland","year":"2011","unstructured":"McPartland, Michelle, Gallagher, Marcus: Reinforcement learning in first person shooter games. IEEE Trans. Comput. Intell. AI Games 3(1), 43\u201356 (2011)","journal-title":"IEEE Trans. Comput. Intell. AI Games"},{"key":"969_CR4","doi-asserted-by":"crossref","unstructured":"Glavin, Frank, G., Madden, M.G.: Learning to shoot in first person shooter games by stabilizing actions and clustering rewards for reinforcement learning. In: 2015 IEEE Conference on Computational Intelligence and Games (CIG), pp. 344\u2013351. IEEE (2015)","DOI":"10.1109\/CIG.2015.7317928"},{"key":"969_CR5","unstructured":"Makarov, I., et al.: Modelling human-like behavior through reward-based approach in a first-person shooter game. In: Proceedings of the Third Workshop on Experimental Economics and Machine Learning (EEML 2016), pp. 24\u201333. Moscow, 18 July 2016"},{"key":"969_CR6","unstructured":"Overholtzer, C.A., Simon D.L.: Evolving AI opponents in a first-person-shooter video game. In: Proceedings of the National Conference on Artificial Intelligence, Vol. 20. No. 4, Menlo Park, CA; Cambridge, MA; London; AAAI Press; MIT Press 1999, 2005: 1620"},{"key":"969_CR7","volume-title":"Benefits of Genetic Algorithms in Simulations for Game Designers","author":"Jason Jones","year":"2003","unstructured":"Jones, Jason: Benefits of Genetic Algorithms in Simulations for Game Designers. School of Informatics, University of Buffalo, Buffalo (2003)"},{"issue":"2","key":"969_CR8","first-page":"15","volume":"22","author":"John Laird","year":"2001","unstructured":"Laird, John, VanLent, Michael: Human-level AI\u2019s killer application: interactive computer games. AI Mag. 22(2), 15 (2001)","journal-title":"AI Mag."},{"key":"969_CR9","doi-asserted-by":"crossref","first-page":"237","DOI":"10.1613\/jair.301","volume":"4","author":"LP Kaelbling","year":"1996","unstructured":"Kaelbling, L.P., Littman, M.L., Moore, A.W.: Reinforcement learning: a survey. J. Artif. Intell. Res. 4, 237\u2013285 (1996)","journal-title":"J. Artif. Intell. Res."},{"key":"969_CR10","doi-asserted-by":"crossref","unstructured":"Li, J., Fan, X.: Outdoor augmented reality tracking using 3d city models and game engine. In: 7th International Congress on Image and Signal Processing (CISP), vol. 2014, pp. 104\u2013108. IEEE (2014)","DOI":"10.1109\/CISP.2014.7003758"},{"key":"969_CR11","doi-asserted-by":"crossref","unstructured":"Kim, S.L., et al.: Using Unity 3D to facilitate mobile augmented reality game development. In: IEEE World Forum on Internet of Things (WF-IoT), vol. 2014, pp. 21\u201326. IEEE (2014)","DOI":"10.1109\/WF-IoT.2014.6803110"},{"key":"969_CR12","doi-asserted-by":"crossref","unstructured":"Koutromanos, G., Styliaras, G: The buildings speak about our city: a location based augmented reality game. In: 2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA), pp. 1\u20136. IEEE (2015)","DOI":"10.1109\/IISA.2015.7388031"},{"key":"969_CR13","doi-asserted-by":"crossref","unstructured":"Maskott, G.K., Maskott, M.B, Vrysis, L.: Serious+: a technology assisted learning space based on gaming. In: 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), pp. 430\u2013432. IEEE, (2015)","DOI":"10.1109\/IMCTL.2015.7359636"},{"issue":"1","key":"969_CR14","doi-asserted-by":"crossref","first-page":"56","DOI":"10.1109\/TCIAIG.2014.2369345","volume":"8","author":"MS Emigh","year":"2016","unstructured":"Emigh, M.S., et al.: Reinforcement learning in video games using nearest neighbor interpolation and metric learning. IEEE Trans. Comput. Intell. AI Games 8(1), 56\u201366 (2016)","journal-title":"IEEE Trans. Comput. Intell. AI Games"},{"issue":"2","key":"969_CR15","doi-asserted-by":"crossref","first-page":"123","DOI":"10.1109\/TCIAIG.2014.2336702","volume":"7","author":"Di Wang","year":"2015","unstructured":"Wang, Di, Tan, Ah-Hwee: Creating autonomous adaptive agents in a real-time first-person shooter computer game. IEEE Trans. Comput. Intell. AI Games 7(2), 123\u2013138 (2015)","journal-title":"IEEE Trans. Comput. Intell. AI Games"},{"key":"969_CR16","doi-asserted-by":"crossref","unstructured":"Tastan, B., Chang, Y., Sukthankar, G.: Learning to intercept opponents in first person shooter games. In: 2012 IEEE Conference on Computational Intelligence and Games (CIG), pp. 100\u2013107. IEEE (2012)","DOI":"10.1109\/CIG.2012.6374144"},{"key":"969_CR17","doi-asserted-by":"crossref","unstructured":"Hladky, S., Bulitko, V.: An evaluation of models for predicting opponent positions in first-person shooter video games. In: CIG\u201908. IEEE Symposium on Computational Intelligence and Games, vol. 2008, pp. 39\u201346. IEEE (2008)","DOI":"10.1109\/CIG.2008.5035619"},{"key":"969_CR18","first-page":"86","volume":"4","author":"Trond Nilsen","year":"2004","unstructured":"Nilsen, Trond, Linton, Steven, Looser, Julian: Motivations for augmented reality gaming. Proc. FUSE 4, 86\u201393 (2004)","journal-title":"Proc. FUSE"},{"key":"969_CR19","volume-title":"Reinforcement Learning: An Introduction","author":"RS Sutton","year":"1998","unstructured":"Sutton, R.S., Barto, A.G.: Reinforcement Learning: An Introduction, vol. 1, 1st edn. MIT press, Cambridge (1998)","edition":"1"},{"key":"969_CR20","first-page":"591","volume":"2","author":"J Manslow","year":"2004","unstructured":"Manslow, J.: Using reinforcement learning to solve AI control problems. AI Game Program Wisdom 2, 591\u2013601 (2004)","journal-title":"AI Game Program Wisdom"},{"key":"969_CR21","doi-asserted-by":"crossref","unstructured":"Merrick, K., Maher, M.L.: Motivated reinforcement learning for non-player characters in persistent computer game worlds. In: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, p. 3. ACM (2006)","DOI":"10.1145\/1178823.1178828"}],"container-title":["Cluster Computing"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/link.springer.com\/article\/10.1007\/s10586-017-0969-2\/fulltext.html","content-type":"text\/html","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s10586-017-0969-2.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s10586-017-0969-2.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,19]],"date-time":"2025-06-19T13:25:08Z","timestamp":1750339508000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/s10586-017-0969-2"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2017,6,13]]},"references-count":21,"journal-issue":{"issue":"1","published-print":{"date-parts":[[2018,3]]}},"alternative-id":["969"],"URL":"https:\/\/doi.org\/10.1007\/s10586-017-0969-2","relation":{},"ISSN":["1386-7857","1573-7543"],"issn-type":[{"value":"1386-7857","type":"print"},{"value":"1573-7543","type":"electronic"}],"subject":[],"published":{"date-parts":[[2017,6,13]]}}}