{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,23]],"date-time":"2026-06-23T21:32:46Z","timestamp":1782250366200,"version":"3.54.5"},"reference-count":25,"publisher":"Institute of Electrical and Electronics Engineers (IEEE)","issue":"4","license":[{"start":{"date-parts":[[2009,12,1]],"date-time":"2009-12-01T00:00:00Z","timestamp":1259625600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/ieeexplore.ieee.org\/Xplorehelp\/downloads\/license-information\/IEEE.html"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["IEEE Trans. Comput. Intell. AI Games"],"published-print":{"date-parts":[[2009,12]]},"DOI":"10.1109\/tciaig.2009.2036369","type":"journal-article","created":{"date-parts":[[2009,11,17]],"date-time":"2009-11-17T18:45:44Z","timestamp":1258483544000},"page":"298-308","source":"Crossref","is-referenced-by-count":26,"title":["Query-Enabled Behavior Trees"],"prefix":"10.1109","volume":"1","author":[{"given":"G.","family":"Florez-Puga","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"M.A.","family":"Gomez-Martin","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"P.P.","family":"Gomez-Martin","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"B.","family":"Diaz-Agudo","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"P.A.","family":"Gonzalez-Calero","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"263","reference":[{"key":"ref10","first-page":"289","author":"gilgenback","year":"2006","journal-title":"AI Game Programming Wisdom"},{"key":"ref11","first-page":"333","author":"borovikov","year":"2008","journal-title":"AI Game Programming Wisdom 4"},{"key":"ref12","doi-asserted-by":"publisher","DOI":"10.1016\/0167-6423(87)90035-9"},{"key":"ref13","first-page":"50","article-title":"towards an ai behavior toolkit for games","author":"houlette","year":"2001","journal-title":"Proc AAAI Spring Symp Artif Intell Interactive Entertain"},{"key":"ref14","doi-asserted-by":"publisher","DOI":"10.1145\/375735.376404"},{"key":"ref15","author":"baader","year":"2003","journal-title":"The Description Logic Handbook Theory Implementation and Applications"},{"key":"ref16","doi-asserted-by":"crossref","first-page":"477","DOI":"10.1007\/978-3-540-73011-8_47","volume":"4469","author":"gmez-martn","year":"2007","journal-title":"Lecture Notes in Computer Science"},{"key":"ref17","doi-asserted-by":"crossref","first-page":"180","DOI":"10.1007\/978-3-540-85502-6_12","volume":"5239","author":"flrez-puga","year":"2008","journal-title":"Lecture Notes in Computer Science"},{"key":"ref18","first-page":"36","article-title":"dynamic expansion of behaviour trees","author":"flrez-puga","year":"2008","journal-title":"Proc Artif Intell Interactive Digit Entertainment Conf"},{"key":"ref19","doi-asserted-by":"publisher","DOI":"10.1109\/CEC.2004.1331066"},{"key":"ref4","article-title":"halo 3building a better battle","author":"isla","year":"2008","journal-title":"Proc Game Developers Conf"},{"key":"ref3","article-title":"handling complexity in the halo 2 ai","author":"isla","year":"2005","journal-title":"Proc Game Developers Conf"},{"key":"ref6","first-page":"63","article-title":"hierarchical plan representations for encoding strategic game ai","author":"hoang","year":"2005","journal-title":"Proc 1st Artif Intell Interactive Digit Entertainment Conf"},{"key":"ref5","article-title":"creating all humans: a data-driven ai framework for open game worlds","author":"krajewski","year":"2009","journal-title":"Gamasutra"},{"key":"ref8","article-title":"redefining game narrative: ubisoft's patrick redding on far cry 2","author":"remo","year":"2008","journal-title":"Gamasutra"},{"key":"ref7","first-page":"14","article-title":"squadsmart: hierarchical planning and coordinated plan execution for squads of characters","author":"gorniak","year":"2007","journal-title":"Proc Artif Intell Interactive Digit Entertainment Conf"},{"key":"ref2","author":"rabin ed","year":"2008","journal-title":"AI Game Programming Wisdom 4"},{"key":"ref9","author":"leake","year":"1996","journal-title":"Case-Based Reasoning Experiences Lessons and Future Directions"},{"key":"ref1","author":"rabin ed","year":"2006","journal-title":"AI Game Programming Wisdom"},{"key":"ref20","article-title":"developing adaptive tactical aggressors","author":"aleson","year":"2006","journal-title":"Proc Interservice\/Industry Training Simulation Education Conf"},{"key":"ref22","doi-asserted-by":"publisher","DOI":"10.1145\/544796.544798"},{"key":"ref21","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2006.311694"},{"key":"ref24","author":"loyall","year":"1991","journal-title":"HapA reactive adaptive architecture for agents"},{"key":"ref23","doi-asserted-by":"publisher","DOI":"10.1109\/MIS.2002.1024751"},{"key":"ref25","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-540-77465-5_15"}],"container-title":["IEEE Transactions on Computational Intelligence and AI in Games"],"original-title":[],"link":[{"URL":"http:\/\/xplorestaging.ieee.org\/ielx5\/4804728\/5360672\/05325892.pdf?arnumber=5325892","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2021,10,11]],"date-time":"2021-10-11T01:00:22Z","timestamp":1633914022000},"score":1,"resource":{"primary":{"URL":"http:\/\/ieeexplore.ieee.org\/document\/5325892\/"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2009,12]]},"references-count":25,"journal-issue":{"issue":"4"},"URL":"https:\/\/doi.org\/10.1109\/tciaig.2009.2036369","relation":{},"ISSN":["1943-068X","1943-0698"],"issn-type":[{"value":"1943-068X","type":"print"},{"value":"1943-0698","type":"electronic"}],"subject":[],"published":{"date-parts":[[2009,12]]}}}