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dc.contributor.authorFairclough, Chris
dc.contributor.authorFagan, Michael
dc.contributor.authorMac Namee, Brianen
dc.contributor.authorCunningham, Padraig
dc.date.accessioned2008-01-07T12:42:19Z
dc.date.available2008-01-07T12:42:19Z
dc.date.issued2001-10
dc.identifier.citationFairclough, Chris; Fagan, Michael; MacNamee, Brian; Cunningham, Padraig. 'Research Directions for AI in Computer Games'. - Dublin, Trinity College Dublin, Department of Computer Science, TCD-CS-2001-29, 2001, pp12en
dc.identifier.otherTCD-CS-2001-29
dc.identifier.urihttp://hdl.handle.net/2262/13098
dc.description.abstractThe computer games industry is now bigger than the film industry. Until recently, technology in games was driven by a desire to achieve real-time, photo-realistic graphics. To a large extent, this has now been achieved. As game developers look for new and innovative technologies to drive games development, AI is coming to the fore. This paper will examine how sophisticated AI techniques, such as those being used in mainstream academic research, can be applied to computer games and introduce three projects doing just that.en
dc.format.extent177291 bytes
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherTrinity College Dublin, Department of Computer Scienceen
dc.relation.ispartofseriesComputer Science Technical Reporten
dc.relation.ispartofseriesTCD-CS-2001-29en
dc.relation.haspartTCD-CS-[no.]en
dc.subjectComputer Scienceen
dc.titleResearch Directions for AI in Computer Gamesen
dc.typeTechnical Reporten
dc.identifier.rssurihttps://www.cs.tcd.ie/publications/tech-reports/reports.01/TCD-CS-2001-29.pdf


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