
On this page you will find links to online versions of many of the papers referenced in the book. If an online version of a reference is not available then there is usually a link to a related web site (e.g. the author's home page), or to a site where you can purchase relevant material.
[AC87] Philip E. Agre and David Chapman.
Pengi: A Theory of Activity.
In Proceedings of AAAI 87, 1987.
[aiS00] aiSee.
Graph Visualization.
Available from World Wide Web (www.aisee.com), 2000.
[AL98] Natasha Alechina and Brian Logan.
State space Search with Prioritised Soft Constraints.
In Proceedings of the ECAI 98 Workshop: Decision Theory meets
  Artificial Intelligence, 1998.
[Ale02] Thor Alexander.
GoCap: Game Observation Capture.
In Steve Rabin, editor, AI Game Programming Wisdom. Charles
  River Media, Hingham, MA, 2002.
[BDI+02] Bruce Blumberg, Marc Downie, Yuri Ivanov, Matt Berlin, Michael Patrick Johnson,
  and Bill Tomlinson.
Integrated Learning for Interactive Synthetic Characters.
In Proceedings of ACM SIGGRAPH 2002, Computer Graphics
  Proceedings, Annual Conference Series, 2002.
[Ber04] Curt Bererton.
State Estimation for Game AI Using Particle Filters.
In AAAI Workshop on Challenges in Game AI, 2004.
[BM98] C.L. Blake and C.J. Merz.
UCI Repository of Machine Learning Databases.
Available from World Wide Web
  (www.ics.uci.edu/ mlearn/MLRepository.html), 1998.
[Bou01] David M. Bourg.
 Physics for Game Developers.
O'Reilly  Associates, Sebastopol, CA, 2001.
Buy it!
[Bra84] Valentino Braitenberg.
 Vehicles: Experiments in Synthetic Psychology.
MIT Press, Cambridge, MA, 1984.
Buy it!
[Bro90] Rodney A. Brooks.
Elephants Don't Play Chess.
 Robotics and Autonomous Systems, 6(12), 1990.
[Cha91] David Chapman.
 Vision, Instruction, and Action.
MIT Press, Cambridge, MA, 1991.
Buy it!
[Cha03] Alex J. Champandard.
 AI Game Development.
New Riders, Indianapolis, IN, 2003.
Buy it!
[DB04] Richard C. Dorf and Robert H. Bishop.
 Modern Control Systems.
Prentice Hall, Upper Saddle River, NJ, tenth edition, 2004.
Buy it!
[DEdGD04] Jonathan Dinerstein, Parris K Egbert, Hugo de Garis, and Nelson Dinerstein.
Fast and Learnable Behavioral and Cognitive Modeling for
  Virtual Character Animation.
 Computer Animation and Virtual Worlds, 15(2), 2004.
[DeL00] Mark DeLoura, editor.
 Game Programming Gems.
Charles River Media, Hingham, MA, 2000.
Buy it!
[DeL01] Mark DeLoura, editor.
 Game Programming Gems 2.
Charles River Media, Hingham, MA, 2001.
Buy it!
[DHS00] Richard O. Duda, Peter E. Hart, and David G. Stork.
 Pattern Classification.
Wiley, New York, NY, 2000.
Buy it!
[Doy02] Patrick Doyle.
Believability through Context: Using Knowledge in the World
  to Create Intelligent Characters.
In Proceedings of the International Joint Conference on
  Autonomous Agents and Multi-Agent Systems (AAMAS 2002), 2002.
[Etz93] Oren Etzioni.
Intelligence without Robots (A Reply to Brooks).
 AI Magazine, 14(4), 1993.
[Fal95] Petros Faloutsos.
Physics-based animation and control of flexible characters.
Master's thesis, University of Toronto, 1995.
[Fun99] John D. Funge.
 AI for Animation and Games: A Cognitive Modeling Approach.
A K Peters, Wellesley, MA, 1999.
Buy it!
[FvDFH95] James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes.
 Computer Graphics: Principles and Practice in C.
Addison-Wesley, Reading, MA, second edition, 1995.
Buy it!
[FvdPT01] Petros Faloutsos, Michiel van de Panne, and Demetri Terzopoulos.
Composable Controllers for Physics-Based Character
  Animation.
In Proceedings of ACM SIGGRAPH 2001, Computer Graphics
  Proceedings, Annual Conference Series, 2001.
[Gib87] James J. Gibson.
 The Ecological Approach to Visual Perception.
Lawrence Erlbaum Associates, Mahwah, NJ, 1987.
Buy it!
[GT95] Radek Grzeszczuk and Demetri Terzopoulos.
Automated Learning of Muscle-Actuated Locomotion Through
  Control Abstraction.
In Proceedings of SIGGRAPH 95, Computer Graphics Proceedings,
  Annual Conference Series, 1995.
[HF03] Ryan Houlette and Dan Fu.
The Ultimate Guide to FSMs in Games.
In Steve Rabin, editor, AI Game Programming Wisdom 2. Charles
  River Media, Hingham, MA, 2003.
[HP97] Jessica K. Hodgins and Nancy S. Pollard.
Adapting Simulated Behaviors for New Characters.
In Proceedings of SIGGRAPH 97, Computer Graphics Proceedings,
  Annual Conference Series, 1997.
[HTF01] Trevor Hastie, Robert Tibshirani, and Jerome Friedman.
 The Elements of Statistical Learning.
Springer-Verlag, New York, NY, 2001.
Buy it!
[IB02] Damian Isla and Bruce Blumberg.
Object Persistence for Synthetic Creatures.
In Proceedings of the International Joint Conference on
  Autonomous Agents and Multiagent Systems (AAMAS), 2002.
[Isa96] Richard Isaac.
 The Pleasures of Probability.
Springer-Verlag, New York, NY, 1996.
Buy it!
[Ise02] Pete Isensee.
Custom STL Allocators.
In Dante Treglia and Mark DeLoura, editors, Game Programming
  Gems 3. Charles River Media, Hingham, MA, 2002.
[Ise04] Pete Isensee.
Common C++ Performance Mistakes in Games.
In Game Developer's Conference Proceedings, 2004.
[JSJ95] Tommi Jaakkola, Satinder P. Singh, and Michael I. Jordan.
Reinforcement Learning Algorithms for Partially Observable
  Markov Problems.
In Advances in Neural Information Processing Systems 7,
  Proceedings of the 1994 Conference, 1995.
[KGP02] Lucas Kovar, Michael Gleicher, and Fr\'ed\'eric Pighin.
Motion Graphs.
 ACM Transactions on Graphics, 21(3), 2002.
[Kin00] Melianthe Kines.
Planning and Directing Motion Capture for Games.
 Gamasutra, 2000.
[Kir04] Andrew Kirmse, editor.
 Game Programming Gems 4.
Charles River Media, Hingham, MA, 2004.
Buy it!
[KL00] James Kuffner and Steven M. LaValle.
RRT-Connect: An Efficient Approach to Single-Query
  Path Planning.
In Proceedings of the IEEE International Conference on
  Robotics and Automation (ICRA 2000), 2000.
[KLM96] Leslie Pack Kaelbling, Michael L. Littman, and Andrew P. Moore.
Reinforcement Learning: A Survey.
 Journal of Artificial Intelligence Research, 4, 1996.
[KN03] Kevin B. Korb and Ann E. Nicholson.
 Bayesian Artificial Intelligence.
CRC Press, Boca Raton, FL, 2003.
Buy it!
[KS96] Henry Kautz and Bart Selman.
Pushing the Envelope: Planning, Propositional Logic, and
  Stochastic Search.
In Proceedings of the Thirteenth National Conference on
  Artificial Intelligence, 1996.
[KS03] Henry Kautz and Bart Selman.
Ten Challenges Redux: Recent Progress in Propositional
  Reasoning and Search.
In Proceedings of the Ninth International Conference on
  Principles and Practice of Constraint Programming (CP 2003), 2003.
[LCR03] Greg Lawrence, Noah Cowan, and Stuart Russell.
Efficient Gradient Estimation for Motor Control Learning.
In Proceedings of the Nineteenth Conference on Uncertainty in
  Artificial Intelligence, 2003.
[LDG03] Seth Luisi, Glenn Van Datta, and Bob Gutmann.
SOCOM: Bringing a Console Game Online.
In Game Developer's Conference Proceedings, 2003.
[Len95] Douglas B. Lenat.
CYC: A Large-Scale Investment in Knowledge
  Infrastructure.
 Communications of the ACM, 38(11), 1995.
[Leo03] Tom Leonard.
Building an ai Sensory System: Examining the Design of
  Thief: The Dark Project.
In Game Developer's Conference Proceedings, 2003.
[Lin98] Fangzhen Lin.
Applications of the Situation Calculus to Formalizing
  Control and Strategic Information: The Prolog Cut Operator.
 Artificial Intelligence, 103(12), 1998.
[Lit96] Michael Lederman Littman.
 Algorithms for Sequential Decision Making.
PhD thesis, Brown University, 1996.
[LNR87] John E. Laird, Allan Newell, and Paul S. Rosenbloom.
SOAR: An Architecture of General Intelligence.
 Artificial Intelligence, 33(3), 1987.
[LvdPF00] Joseph Laszlo, Michiel van de Panne, and Eugene L. Fiume.
Interactive Control for Physically-Based Animation.
In Proceedings of ACM SIGGRAPH 2000, Computer Graphics
  Proceedings, Annual Conference Series, 2000.
[Man03] John Manslow.
Using Reinforcement Learning to Solve AI Control
  Problems.
In Steve Rabin, editor, AI Game Programming Wisdom 2. Charles
  River Media, Hingham, MA, 2003.
[Mar01] Richard Marks.
Using Video Input for Games.
In Game Developer's Conference Proceedings, 2001.
[Mit97] Tom M. Mitchell.
 Machine Learning.
McGraw-Hill, New York, NY, 1997.
Buy it!
[MMF04] Irwin Miller, Marylees Miller, and John E. Freund.
 John E. Freund's Mathematical Statistics with Applications.
Prentice Hall, Upper Saddle River, NJ, seventh edition, 2004.
Buy it!
[MNPW98] Nicola Muscettola, P. Pandurang Nayak, Barney Pell, and Brian C. Williams.
Remote Agent: To Boldly Go Where No AI System Has
  Gone Before.
 Artificial Intelligence, 103(12), 1998.
[MS99] Christopher D. Manning and Hinrich Schtze.
 Foundations of Statistical Natural Language Processing.
MIT Press, Cambridge, MA, 1999.
Buy it!
[Osb03] Martin J. Osborne.
 An Introduction to Game Theory.
Oxford University Press, New York, NY, 2003.
Buy it!
[Pea84] Judea Pearl.
 Heuristics: Intelligent Search Strategies for Computer Problem
  Solving.
Addison-Wesley, Reading, MA, 1984.
Buy it!
[Per02] Theodore J. Perkins.
Reinforcement Learning for POMDPs Based on Action Values
  and Stochastic Optimization.
In Proceedings of the Eighteenth National Conference on
  Artificial Intelligence, 2002.
[Rab00] Steve Rabin.
A* Aesthetic Optimizations.
In Mark DeLoura, editor, Game Programming Gems. Charles River
  Media, Hingham, MA, 2000.
[Rab02] Steve Rabin, editor.
 AI Game Programming Wisdom.
Charles River Media, Hingham, MA, 2002.
Buy it!
[Rab03a] Steve Rabin, editor.
 AI Game Programming Wisdom 2.
Charles River Media, Hingham, MA, 2003.
Buy it!
[Rab03b] Steve Rabin.
Game AI Articles and Research.
Available from World Wide Web (www.aiwisdom.com), 2003.
[Rei01] Raymond Reiter.
 Knowledge in Action: Logical Foundations for Specifying and
  Implementing Dynamical Systems.
MIT Press, Cambridge, MA, 2001.
Buy it!
[Rey87] Craig W. Reynolds.
Flocks, Herds, and Schools: A Distributed Behavioral Model.
In Computer Graphics (Proceedings of SIGGRAPH 87), Computer
  Graphics Proceedings, Annual Conference Series, 1987.
[Rey99] Craig Reynolds.
Steering Behaviors for Autonomous Characters.
In Game Developer's Conference Proceedings, 1999.
[RG03] Christopher Reed and Benjamin Geisler.
Jumping, Climbing, and Tactical reasoning: How to Get
  More Out of a Navigation System.
In Steve Rabin, editor, AI Game Programming Wisdom 2. Charles
  River Media, Hingham, MA, 2003.
[RN02] Stuart Russell and Peter Norvig.
 Artificial Intelligence: A Modern Approach.
Prentice Hall, Upper Saddle River, NJ, second edition, 2002.
Buy it!
[Sam02] Miro Samek.
 Practical Statecharts in C/C++.
CMP Books, Gilroy, CA, 2002.
Buy it!
[SB98] Richard S. Sutton and Andrew G. Barto.
 Reinforcement Learning: An Introduction.
MIT Press, Cambridge, MA, 1998.
Buy it!
[Shi02] Peter Shirley.
 Fundamentals of Computer Graphics.
A K Peters, Wellesley, MA, 2002.
Buy it!
[SJJ94] Satinder P. Singh, Tommi Jaakkola, and Michael I. Jordan.
Learning without State-Estimation in Partially Observable
  Markovian Decision Processes.
In Proceedings of the Eleventh International Conference on
  Machine Learning, 1994.
[SP96] Aaron Sloman and Riccardo Poli.
SIM AGENT: A Toolkit for Exploring Agent Designs.
In Mike Wooldridge, Joerg Mueller, and Milind Tambe, editors,
  Intelligent Agents Vol II (ATAL-95). Springer-Verlag, New York, NY, 1996.
[TD02] Dante Treglia and Mark DeLoura, editors.
 Game Programming Gems 3.
Charles River Media, Hingham, MA, 2002.
Buy it!
[Tes95] Gerald Tesauro.
Temporal Difference Learning and TD-Gammon.
 Communications of the ACM, 38(3), 1995.
[TR97] Demetri Terzopoulos and Tamer Rabie.
Animat Vision: Active Vision in Artificial Animals.
 Videre: Journal of Computer Vision Research, 1(1), 1997.
[vdB03] Gino van den Bergen.
 Collision Detection in Interactive 3D Environments.
Morgan Kaufmann, San Francisco, CA, 2003.
Buy it!
[vdS02] William van der Sterren.
Tactical Path-Finding with A*.
In Dante Treglia and Mark DeLoura, editors, Game Programming
  Gems 3. Charles River Media, Hingham, MA, 2002.
[vW01] Jean Paul van Waveren.
The quake III arena bot.
Master's thesis, Delft University of Technology, 2001.
[WB01] Andrew Witkin and David Baraff.
Physically based modeling.
SIGGRAPH 2001 Course Notes, 2001.
[WF99] Ian H. Witten and Eibe Frank.
 Data Mining: Practical Machine Learning Tools and Techniques
  with Java Implementations.
Morgan Kaufmann, San Francisco, CA, 1999.
Buy it!
[WM03] Ian Wright and James Marshall.
The Execution Kernel of RC++: RETE*, a Faster RETE with
  TREAT as a Special Case.
 International Journal of Intelligent Games and Simulation,
  2(1), 2003.
[Wol02] Stephen Wolfram.
 A New Kind of Science.
Wolfram Media, Champaign, IL, 2002.
Buy it!
[Wri97] Ian Wright.
Emotional agents.
PhD thesis, University of Birmingham, 1997.
[WS97] Marco Wiering and Jurgen Schmidhuber.
HQ-Learning.
 Adaptive Behavior, 6(2), 1997.
[WW04] Will Wright and Mike Winter.
Stupid Fun Club.
Available from World Wide Web (www.stupidfunclub.com),
  2004.
Last edited Sun Jul 22 22:25:56 2007 by John Funge.