[Moller02] Akenine-Mller, Tomas, and Eric Haines, Real-Time Rendering, Second Edition, A K Peters, Ltd., 2002. 번역서는 Real-Time Rendering 2판, 정보문화사, 2003.
[Smith02] Smith, Patrick, “Polygon Soup for the Programmer's Soul: 3D Pathfinding,” GDC 2002 Conference Proceedings, 2002.
[Treglia00] Treglia, Dante, “Camera Control Techniques,” Game Programming Gems, Mark DeLoura, Editor, Charles River Media, Inc., 2000. 번역서는 “카메라 제어 기법,” Game Programming Gems, 정보문화사, 2000.
4..2 이야기식 전투: AI를 이용해서 액션 게임의 긴장감 높이기
[Mateas03] Mateas, Michael, and Andrew Stern, “Facade: A One Act Interactive Drama,” Game Developer's Conference 2003.
[Csikszentmihalyi90] Csikszentmihalyi, Mihaly, Flow: The Psychology of Optimal Experience, Harper Collins, 1990.
[Laurel91] Laurel, Brenda,Computers as Theater, Addison-Wesley, 1991.
[Bertsekas01] Bertsekas, Dimitri, Dynamic Programming and Optimal Control: Second Edition, Athena Scientific, 2001.
[Higgins02] Higgins, Dan, “Generic A* Pathfinding,” AI Game Programming Wisdom, Charles River Media, 2002. 번역서는 “범용적인 A* 길찾기,” AI Game Programming Wisdom, 정보문화사, 2003.
[Matthews02] Matthews, James, “Basic A* Pathfinding Made Simple,” AI Game Programming Wisdom, Charles River Media, 2002. 번역서는 “쉽게 설명한 기본적인 A* 길찾기,” AI Game Programming Wisdom, 정보문화사, 2003.
[Sutton98] Sutton, Richard, Reinforcement Learning: An Introduction, MIT Press, 1998.
4..4 객체지향적인 효용 기반 의사결정 아키텍처
[Alexander02] Alexander, Bob, “The Beauty of Response Curves,” AI Game Programming Wisdom, Charles River Media, 2002. 번역서는 “응답 곡선의 아름다움,” AI Game Programming Wisdom, 정보문화사, 2003.
[Activision00] Star Trek: Armada, Activision, Inc., 2000.
[Champandard02] Champandard, Alex, “The Dark Art of Neural Networks,” AI Game Programming Wisdom, Charles River Media, 2002. 번역서는 “잘 알려지지 않은 신경망 기법,” AI Game Programming Wisdom, 정보문화사, 2003.
[Gamma95] Gamma, Erich, et al., Design Patterns: Elements of Reusable Object-Oriented Software, Addison-Wesley, 1995.
[McCallum98] McCallum, A., Nigam, K., “A Comparison of Event Models for Naive Bayes Text Classification,” AAAI-98 Workshop on Learning for Text Categorization, 1998.
[Quinlan93] Quinlan, J. R., C4.5: Programs for Machine Learning, Morgan Kaufmann, 1993.
[Winston91] Winston, Wayne, Operations Research: Applications and Algorithms, Second Edition, PWS-Kent Publishing Co., 1991.
4..5 분산 추론 투표 아키텍처
[Baluja97] Baluja, S., R. Sukthankar, R., and J. Hancock, “Prototyping Intelligent Vehicle Modules Using Evolutionary Algorithms,” Evolutionary Algorithms in Engineering Applications, Springer-Verlag, 1997.
[Brooks91] Brooks, R.A., “Intelligence without Representation,” Artificial Intelligence 47 (1991), pp. 139-159.
[Rosenblatt97] Rosenblatt, J., “DAMN: A Distributed Architecture for Mobile Navigation,” Journal of Experimental and Theoretical Artificial Intelligence, Vol. 9, No. 2 / 3, 1997, pp. 339-360.
[Sukthankar97] Sukthankar, R., “Situation Awareness for Tactical Driving,” CMU Technical Report, CMU-RI-TR-97-08.
[Tozour01] Tozour, P., “Influence Mapping,” Game Programming Gems 2, Charles River Media, 2001. 번역서는 “영향력분포도 기법,” Game Programming Gems 2, 정보문화사, 2002.
4..6 끌개와 밀개
[Lander99] Lander, Jeff, “Lone Game Developer Battles Physics Simulator,” Game Developer Magazine (April 1999): pp. 15-18.
[Reynolds87] Reynolds, Craig, “Flocks, Herds, and Schools: A Distributed Behavioral Model,” Computer Graphics: ACM SIGGRAPH Conference Proceedings (1987): pp. 25-34.
[RTR02] Haines and Akenine-Mller, Real-Time Rendering, Second Edition, A. K. Peters Ltd., 2002. 번역서는 Real-Time Rendering 2판, 정보문화사, 2003.
[Cormen01] Cormen, Thomas H., et al., Introduction to Algorithms, Second Edition, MIT Press, 2001.
[Grimani03] Grimani, Mario, “Wall Building for RTS Games,” AI Game Programming Wisdom 2, Charles River Media, 2003. 번역서는 “RTS 게임을 위한 벽 건설,” AI Game Programming Wisdom 2, 정보문화사, 2004
[Matthews02] Matthews, James, “Basic A* Pathfinding Made Simple,” AI Game Programming Wisdom, Charles River Media, 2002. 번역서는 “쉽게 설명한 기본적인 A* 길찾기,” AI Game Programming Wisdom, 정보문화사, 2003.
[Chellapilla00] Chellapilla, K., and D. B. Fogel, “Anaconda Defeats Hoyle 6-0: A Case Study Competing an Evolved Checkers Program against Commercially Available Software,” Proceedings of the 2000 Congress on Evolutionary Computation, IEEE Press, Piscataway, NJ, pp. 857-863, 웹 주소 http://www.natural-selection.com/NSIPublicationsOnline.htm.
[Dongarra88] Dongarra, J.J., J. Du Croz, S. Hammarling, and R. J. Hanson, “An Extended Set of FORTRAN Basic Linear Algebra Subprograms,” ACM Trans. Math. Soft., Vol. 14 (1988), pp. 117.
[Flynn72] Flynn, M, “Some Computer Organizations and Their Effectiveness,” IEEE Trans. Computers Vol. 21, 9 (1972), pp. 984-960.
[GPGPU] “General Purpose Computing Using Graphics Hardware,” 웹 주소 http://www.gpgpu.org.
[Krger03] Krger, J. and R. Westermann, “Linear Algebra Operators for GPU Implementation of Numerical Algorithms,” SIGGRAPH 2003 conference proceedings, 웹 주소 http://wwwcg.in.tum.de/Research/Publications/LinAlg.
[LaMothe00] LaMothe, A., “A Neural-Net Primer,” Game Programming Gems, Charles River Media, 2000. 번역서는 “신경망 입문,” Game Programming Gems, 정보문화사, 2000.
[Larsen01] Larsen, E.S. and D. McAllister, “Fast Matrix Multiplies Using Graphics Hardware,” Super Computing 2001 Conference, Denver, CO, November 2001. 웹 주소 http://www.sc2001.org/papers/pap.pap313.pdf.
[Lawson79] Lawson, C., R. Hanson, D. Kincaid, and F. Krogh, “Basic Linear Algebra Subprograms for FORTRAN Usage,” ACM Trans. Math. Software Vol. 5 (1979), pp. 308-371.
[Manslow01] Manslow, J., “Using a Neural Network in a Game: A Concrete Example,” Game Programming Gems 2, Charles River Media, 2001. 번역서는 “게임에서의 신경망 활용 : 구체적인 예,” Game Programming Gems 2, 정보문화사, 2002.
[Moravanszky03] Moravanszky, Adam, “Dense Matrix Algebra on the GPU,” to appear in ShaderX2, Wordware Publishing, 2003, 웹 주소 http://www.shaderx2.com/shaderx.pdf.