{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2024,10,30]],"date-time":"2024-10-30T18:50:18Z","timestamp":1730314218795,"version":"3.28.0"},"publisher-location":"New York, NY, USA","reference-count":3,"publisher":"ACM","content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2006,6,14]]},"DOI":"10.1145\/1178823.1178843","type":"proceedings-article","created":{"date-parts":[[2007,1,16]],"date-time":"2007-01-16T20:15:56Z","timestamp":1168978556000},"page":"16","update-policy":"http:\/\/dx.doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":4,"title":["A method for online adaptation of computer-game AI rulebase"],"prefix":"10.1145","author":[{"given":"Ruck","family":"Thawonmas","sequence":"first","affiliation":[{"name":"Ritsumeikan University, Kusatsu, Japan"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Syota","family":"Osaka","sequence":"additional","affiliation":[{"name":"Ritsumeikan University, Kusatsu, Japan"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2006,6,14]]},"reference":[{"key":"e_1_3_2_1_1_1","volume-title":"AI For Game Developers","author":"Bourg D. M.","year":"2004","unstructured":"D. M. Bourg and G. Seemann . AI For Game Developers . Oreilly & Associates Inc , 2004 . D. M. Bourg and G. Seemann. AI For Game Developers. Oreilly & Associates Inc, 2004."},{"key":"e_1_3_2_1_2_1","first-page":"315","volume":"4","author":"Pfeifer B.","year":"2004","unstructured":"B. Pfeifer . Narrative Combat: Using AI to Enhance Tension in an Action Game. Game Programming Gems 4 , pp. 315 -- 324 , 2004 . B. Pfeifer. Narrative Combat: Using AI to Enhance Tension in an Action Game. Game Programming Gems 4, pp. 315--324, 2004.","journal-title":"Action Game. Game Programming Gems"},{"key":"e_1_3_2_1_4_1","first-page":"661","volume-title":"Game AI Programming Wisdom 3. Ed. Steve Rabin","author":"Spronck P.","year":"2006","unstructured":"P. Spronck . Dynamic Scripting . Game AI Programming Wisdom 3. Ed. Steve Rabin , pp. 661 -- 675 . Charles River Media , Hingham, MA , 2006 . P. Spronck. Dynamic Scripting. Game AI Programming Wisdom 3. Ed. Steve Rabin, pp. 661--675. Charles River Media, Hingham, MA, 2006."}],"event":{"name":"ACE2006: International Conference in Advances in Computer Entertainment Technology","sponsor":["SIGCHI ACM Special Interest Group on Computer-Human Interaction"],"location":"Hollywood California USA","acronym":"ACE2006"},"container-title":["Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/1178823.1178843","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2023,1,6]],"date-time":"2023-01-06T01:45:16Z","timestamp":1672969516000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1178823.1178843"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2006,6,14]]},"references-count":3,"alternative-id":["10.1145\/1178823.1178843","10.1145\/1178823"],"URL":"https:\/\/doi.org\/10.1145\/1178823.1178843","relation":{},"subject":[],"published":{"date-parts":[[2006,6,14]]},"assertion":[{"value":"2006-06-14","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}