{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,24]],"date-time":"2026-03-24T13:03:56Z","timestamp":1774357436048,"version":"3.50.1"},"publisher-location":"New York, NY, USA","reference-count":68,"publisher":"ACM","license":[{"start":{"date-parts":[[2012,5,15]],"date-time":"2012-05-15T00:00:00Z","timestamp":1337040000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2012,5,15]]},"DOI":"10.1145\/2212908.2212954","type":"proceedings-article","created":{"date-parts":[[2012,5,21]],"date-time":"2012-05-21T15:20:35Z","timestamp":1337613635000},"page":"285-292","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":114,"title":["Game AI revisited"],"prefix":"10.1145","author":[{"given":"Geogios N.","family":"Yannakakis","sequence":"first","affiliation":[{"name":"IT University of Copenhagen, Copenhagen, Denmark"}]}],"member":"320","published-online":{"date-parts":[[2012,5,15]]},"reference":[{"key":"e_1_3_2_1_1_1","volume-title":"Game Developers Conference","author":"Ambinder M.","year":"2011"},{"key":"e_1_3_2_1_2_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-540-87536-9_95"},{"key":"e_1_3_2_1_3_1","doi-asserted-by":"crossref","unstructured":"C. Bauckhage C. Thurau and G. Sagerer. Learning human-like opponent behavior for interactive computer games. Pattern Recognition Lecture Notes in Computer Science 2781 pages 148--155 2003.  C. Bauckhage C. Thurau and G. Sagerer. Learning human-like opponent behavior for interactive computer games. Pattern Recognition Lecture Notes in Computer Science 2781 pages 148--155 2003.","DOI":"10.1007\/978-3-540-45243-0_20"},{"key":"e_1_3_2_1_4_1","volume-title":"Proceedings of the FOCUS K3D Conference on Semantic 3D Media and Content, France (February 2010)","author":"Bidarra R.","year":"2010"},{"key":"e_1_3_2_1_5_1","volume-title":"Queensland University of Technology","author":"Browne C.","year":"2008"},{"key":"e_1_3_2_1_6_1","volume-title":"The MIT Press","author":"Calleja G.","year":"2011"},{"key":"e_1_3_2_1_7_1","volume-title":"IEEE Conference on Computational Intelligence and Games","author":"Champandard A.","year":"2012"},{"key":"e_1_3_2_1_8_1","author":"A","year":"2004","journal-title":"J. Champandard. AI Game Development. New Riders Publishing"},{"key":"e_1_3_2_1_9_1","volume-title":"Artificial Intelligence and Interactive Digital Entertainment (AIIDE)","author":"Chang Y.","year":"2011"},{"key":"e_1_3_2_1_10_1","first-page":"29","volume-title":"Proceedings of the International Conference on Computer Games: Artificial Intelligence, Design and Education","author":"Charles D.","year":"2004"},{"key":"e_1_3_2_1_11_1","first-page":"555","article-title":"Probabilistic Assessment of User's Emotions in Educational Games. Journal of Applied Artificial Intelligence, special issue on","volume":"16","author":"Conati C.","year":"2002","journal-title":"Merging Cognition and Affect in HCI\""},{"key":"e_1_3_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.5555\/1719293.1719305"},{"key":"e_1_3_2_1_13_1","volume-title":"Springer-Verlag","author":"Drachen A.","year":"2012"},{"key":"e_1_3_2_1_14_1","first-page":"22","volume-title":"Working Notes of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment","author":"Freed M.","year":"2000"},{"issue":"1","key":"e_1_3_2_1_15_1","first-page":"60","article-title":"Preference learning","volume":"19","author":"F\u00fcrnkranz J.","year":"2005","journal-title":"K\u00fcnstliche Intelligenz"},{"key":"e_1_3_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.1109\/ICALT.2012.17"},{"issue":"4","key":"e_1_3_2_1_17_1","first-page":"245","article-title":"Automatic content generation in the galactic arms race video game. Computational Intelligence and AI in Games","volume":"1","author":"Hastings E.","year":"2009","journal-title":"IEEE Transactions on"},{"key":"e_1_3_2_1_18_1","doi-asserted-by":"publisher","DOI":"10.5555\/1719293.1719337"},{"key":"e_1_3_2_1_19_1","first-page":"1","article-title":"A Turing Test for Computer Game Bots","author":"Hingston P.","year":"2009","journal-title":"IEEE Transactions on Computational Intelligence and AI in Games"},{"key":"e_1_3_2_1_20_1","volume-title":"Charles River Media","author":"Houlette R.","year":"2004"},{"key":"e_1_3_2_1_21_1","first-page":"65","volume-title":"IWEC2002 Proceedings","author":"Iida H.","year":"2003"},{"key":"e_1_3_2_1_22_1","first-page":"41","volume-title":"Proccedings of the AAAI Spring Symposium on AI and Interactive Entertainment","author":"Isla D.","year":"2002"},{"key":"e_1_3_2_1_23_1","volume-title":"MIT Press","author":"Juul J.","year":"2009"},{"key":"e_1_3_2_1_24_1","doi-asserted-by":"publisher","DOI":"10.1007\/s12193-009-0025-5"},{"key":"e_1_3_2_1_25_1","doi-asserted-by":"publisher","DOI":"10.1145\/502269.502290"},{"key":"e_1_3_2_1_26_1","first-page":"1171","volume-title":"Proceedings of the Seventh National Conference on Artificial Intelligence (AAAI)","author":"Laird J. E.","year":"2000"},{"key":"e_1_3_2_1_27_1","volume-title":"Optimizing Visual Properties of Game Content Through Neuroevolution. In Artificial Intelligence for Interactive Digital Entertainment Conference","author":"Liapis A.","year":"2011"},{"key":"e_1_3_2_1_28_1","doi-asserted-by":"publisher","DOI":"10.1109\/TCIAIG.2012.2192438"},{"key":"e_1_3_2_1_29_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-642-12239-2_12"},{"key":"e_1_3_2_1_30_1","volume-title":"Level Up: Digital Games Research Conference.","author":"Mateas M."},{"key":"e_1_3_2_1_31_1","volume-title":"Game Developers Conference Game Design track","volume":"2","author":"Mateas M.","year":"2003"},{"key":"e_1_3_2_1_32_1","doi-asserted-by":"publisher","DOI":"10.1145\/2282338.2282384"},{"key":"e_1_3_2_1_33_1","first-page":"24","article-title":"Video games visit harvard yard","volume":"2","author":"Mitchell E.","year":"1983","journal-title":"Antic"},{"key":"e_1_3_2_1_34_1","first-page":"414","volume-title":"Second International Conference, CG 2002","author":"Nareyek A.","year":"2002"},{"key":"e_1_3_2_1_35_1","doi-asserted-by":"publisher","DOI":"10.1109\/MIS.2007.10"},{"key":"e_1_3_2_1_36_1","first-page":"14","volume-title":"Proceedings of the 2011 AIIDE Workshop on Artificial Intelligence in the Game Design Process","author":"Nelson M. J.","year":"2011"},{"key":"e_1_3_2_1_37_1","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2008.5035625"},{"key":"e_1_3_2_1_38_1","doi-asserted-by":"publisher","DOI":"10.5555\/3014666.3014697"},{"key":"e_1_3_2_1_39_1","volume-title":"Springer-Verlag Berlin Heidelberg","author":"Pantic M.","year":"2011"},{"key":"e_1_3_2_1_40_1","doi-asserted-by":"publisher","DOI":"10.5555\/1719293.1719323"},{"key":"e_1_3_2_1_41_1","doi-asserted-by":"publisher","DOI":"10.1109\/TCIAIG.2010.2043950"},{"key":"e_1_3_2_1_42_1","volume-title":"Charles River Media","author":"Rabin S.","year":"2002"},{"key":"e_1_3_2_1_43_1","volume-title":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE). AAAI Press","author":"Shaker N.","year":"2010"},{"key":"e_1_3_2_1_44_1","article-title":"Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. Computational Intelligence and AI in Games","author":"Smith G.","year":"2011","journal-title":"IEEE Transactions on, (99):1--1"},{"key":"e_1_3_2_1_45_1","volume-title":"Off the Beaten Path: Non-Traditional Uses of AI. In Game Developers Conference, AI Summit","author":"Sunshine-Hill B.","year":"2012"},{"key":"e_1_3_2_1_46_1","doi-asserted-by":"publisher","DOI":"10.1109\/ICDM.2009.55"},{"key":"e_1_3_2_1_47_1","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2007.368106"},{"key":"e_1_3_2_1_48_1","doi-asserted-by":"publisher","DOI":"10.1109\/ITW.2010.5593346"},{"key":"e_1_3_2_1_49_1","volume-title":"Springer-Verlag","author":"Togelius J.","year":"2012"},{"key":"e_1_3_2_1_50_1","article-title":"Search-based Procedural Content Generation: A Taxonomy and Survey. Computational Intelligence and AI in Games","author":"Togelius J.","year":"2011","journal-title":"IEEE Transactions on, (99):1--1"},{"key":"e_1_3_2_1_51_1","doi-asserted-by":"publisher","DOI":"10.1109\/ITW.2010.5593337"},{"key":"e_1_3_2_1_52_1","first-page":"228","volume-title":"Proceedings of the 4th International Artificial Intelligence and Interactive Digital Entertainment Conference","author":"van Lankveld G.","year":"2008"},{"key":"e_1_3_2_1_53_1","doi-asserted-by":"publisher","DOI":"10.5555\/1719293.1719324"},{"key":"e_1_3_2_1_54_1","doi-asserted-by":"publisher","DOI":"10.5555\/1719293.1719324"},{"key":"e_1_3_2_1_55_1","unstructured":"S. Woodcock. Game AI: The State of the Industry 2000--2001: It's not Just Art It's Engineering. August 2001.  S. Woodcock. Game AI: The State of the Industry 2000--2001: It's not Just Art It's Engineering. August 2001."},{"key":"e_1_3_2_1_56_1","doi-asserted-by":"publisher","DOI":"10.5555\/2062780.2062829"},{"key":"e_1_3_2_1_57_1","doi-asserted-by":"publisher","DOI":"10.1109\/ACII.2009.5349491"},{"key":"e_1_3_2_1_58_1","first-page":"499","volume-title":"S. Schaal, A. Ijspeert, A. Billard, S. Vijayakumar, J. Hallam, and J.-A","author":"Yannakakis G. N.","year":"2004"},{"key":"e_1_3_2_1_59_1","doi-asserted-by":"publisher","DOI":"10.1007\/11752912_43"},{"key":"e_1_3_2_1_60_1","doi-asserted-by":"publisher","DOI":"10.1080\/08839510701527580"},{"key":"e_1_3_2_1_61_1","doi-asserted-by":"publisher","DOI":"10.1109\/TCIAIG.2009.2024533"},{"key":"e_1_3_2_1_62_1","doi-asserted-by":"publisher","DOI":"10.1007\/11527886_11"},{"key":"e_1_3_2_1_63_1","doi-asserted-by":"publisher","DOI":"10.1109\/TSMCA.2009.2028152"},{"key":"e_1_3_2_1_64_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11257-010-9078-0"},{"key":"e_1_3_2_1_65_1","doi-asserted-by":"publisher","DOI":"10.1109\/T-AFFC.2011.6"},{"key":"e_1_3_2_1_66_1","doi-asserted-by":"publisher","DOI":"10.1089\/cpb.2006.9.772"},{"key":"e_1_3_2_1_67_1","doi-asserted-by":"publisher","DOI":"10.1109\/TPAMI.2008.52"},{"key":"e_1_3_2_1_68_1","volume-title":"Managing the Masses: Crafting AI for Online Games. In Game Developers Conference, AI Summit","author":"Zubek R.","year":"2012"}],"event":{"name":"CF'12: Computing Frontiers Conference","location":"Cagliari Italy","acronym":"CF'12","sponsor":["SIGMICRO ACM Special Interest Group on Microarchitectural Research and Processing"]},"container-title":["Proceedings of the 9th conference on Computing Frontiers"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/2212908.2212954","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/2212908.2212954","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T09:21:07Z","timestamp":1750238467000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/2212908.2212954"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2012,5,15]]},"references-count":68,"alternative-id":["10.1145\/2212908.2212954","10.1145\/2212908"],"URL":"https:\/\/doi.org\/10.1145\/2212908.2212954","relation":{},"subject":[],"published":{"date-parts":[[2012,5,15]]},"assertion":[{"value":"2012-05-15","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}