[Alexander02] Alexander, Thor, “GoCap: Game Observation Capture,” AI Game Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “GoCap: 게임 관찰 갈무리” AI Game Programming Wisdom, 정보문화사, 2003.
[Booch98] Booch, Grady, The Unified Modeling Language User Guide, Addison Wesley, 1998.
3.2 영역 네비게이션: 길찾기 패러다임의 확장
[Reynold87] Reynolds, Craig, “Flocks, Herds and Schools: A Distributed Behavioural Model,” Computer Graphics Proceedings (SIGGRAPH 1987): pp. 25-34.
[Sedgewick89] Sedgewick, Robert, Algorithms, Second Edition, Addison Wesley, 1989.
[Stout00] Stout, Bryan, “The Basics of A* for Path Planning,” Game Programming Gems, Charles River Media, Inc., 2000.
[Woodcock00] Woodcock, Steve, “Flocking: A Simple Technique for Simulation Group Behavior,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “플로킹:집단 행동을 흉내내는 간단한 기법”, Game Programming Gems, 정보문화사, 2000.
[Dysband00] Dysband, Eric, “A Finite-State Machine Class,” Game Programming Gems, Charles River Media, Inc., 2000: pp. 237-248. 번역서는 “유한 상태 기계 클래스”, Game Programming Gems, 정보문화사, 2000.
[Woodcock00] Woodcock, Steve, “Game AI: The State of the Industry,” Game Developer Magazine, August 2000: pp. 34-43.
[Woodcock01] Woodcock, Steve, “Game AI: The State of the Industry,” Game Developer Magazine, August 2001: pp. 24-32.
3.4 RTS에서의 지형 분석 - 숨겨진 거인
[Higgins02a] Higgins, Daniel F., “Generic Path-finding,” AI Game Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “범용적인 A* 길찾기” AI Game Programming Wisdom, 정보문화사, 2003.
[Higgins02b] Higgins, Daniel F., “How to Achieve Lightning Fast A*,” AI Game Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “엄청 빠른 A* 구현” AI Game Programming Wisdom, 정보문화사, 2003.
[O’Rourke98] O’Rourke, Joseph, Computational Geometry in C, Second Edition, Cambridge University Press, 1998.
3.5 AI 에이전트, 객체, 퀘스트를 위한 확장성있는 트리거 시스템
[Brockington02] Brockington, Mark, and Mark Darrah, “How Not To Implement a Basic Scripting Language,” AI Game Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “기본 스크립트 언어를 어떻게 구현하면 안 되는가” AI Game Programming Wisdom, 정보문화사, 2003.
[Isla02] Isla, Damian, and Bruce Blumberg, “Blackboard Architectures,” AI Game Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “칠판 아키텍처” AI Game Programming Wisdom, 정보문화사, 2003.
[Orkin02] Orkin, Jeff, “A General-Purpose Trigger System,” AI Game Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “다용도 트리거 시스템” AI Game Programming Wisdom, 정보문화사, 2003.
[Poiker02] Poiker, Falco, “Creating Scripting Languages for Non-Programmers,” AI Game Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “비 프로그래머를 위한 스크립트 언어 만들기” AI Game Programming Wisdom, 정보문화사, 2003.
[Rabin00] Rabin, Steve, “The Magic of Data-Driven Design,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “데이터 주도적 설계의 마법”, Game Programming Gems, 정보문화사, 2000.
[Rabin02] Rabin, Steve, “Enhancing a State Machine Language Through Messaging,” AI Game Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “메시지를 통한 상태기계 언어의 향상” AI Game Programming Wisdom, 정보문화사, 2003.
[Tozour02] Tozour, Paul, “The Perils of AI Scripting,” AI Game Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “AI 스크립팅의 위험” AI Game Programming Wisdom, 정보문화사, 2003.
3.6 A*를 이용한 전술적 길찾기
[BoardDucker02] Board, Ben and Mike Ducker, “Area Navigation: Expanding the Path-Finding Paradigm,” Game Programming Gems 3, Charles River Media, Inc., 2002. 번역서는 “영역 네비게이션: 길찾기 패러다임의 확장”, Game Programming Gems 3, 정보문화사, 2003.
[Liden02], “Strategic and Tactical Reasoning with Waypoints,” AI Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “웨이포인트를 이용한 전략 및 전술 분석” AI Game Programming Wisdom, 정보문화사, 2003.
[Rabin00] Rabin, Steve, “A* Speed Optimizations,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “A*의 속도 최적화", Game Programming Gems, 정보문화사, 2000.
[Reece00] Reece, Doug, et al., “Tactical Movement Planning for Individual Combatants,” Computer Generated Forces and Behavioral Representation 제 9 차 컨퍼런스 의사록, http://www.sisostds.org/cgf-br/9th/, 2000.
[Sterren01] van der Sterren, William, “Terrain Analysis for 3D Action Games,” Game Developers Conference 2001 Proceedings, www.cgf-ai.com에 논문 및 발표 자료가 있음, 2001.
[Stout00] Stout, Bryan, “The Basics of A* for Path Planning,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “A* 길찾기 알고리즘의 기초", Game Programming Gems, 340-351, 정보문화사, 2000.
[White02] White, Stephen, “A Fast Approach to Navigation Meshes,” Game Programming Gems 3, Charles River Media, Inc., 2002. 번역서는 “네비게이션 메시에 대한 한 가지 빠른 접근방식”, Game Programming Gems 3, 정보문화사, 2003.
[Rabin00] Rabin, Steve, “A* Aesthetic Optimizations,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “A*의 미학적 최적화", Game Programming Gems, 정보문화사, 2000.
[Reynolds97] Reynolds, Craig, “Steering Behaviors for Autonomous Characters,” http://www.red3d.com/cwr/steer/, September 6, 1997.
[Young01] Young, Thomas, “Expanded Geometry for Points-of-Visibility Path-finding,” Game Programming Gems 2, Charles River Media, Inc., 2001. 번역서는 “가시점 길찾기를 위한 확장된 기하 구조”, Game Programming Gems 2, 정보문화사, 2002.