[Snook00] Snook, Greg. “Simplified 3D Movement and Pathfinding Using Navigation Meshes.” Game Programming Gems, Charles River Media, 2000. 번역서는 “네비게이션 메시를 이용한 단순화된 3D 이동과 길찾기,” Game Programming Gems, 정보문화사, 2000.
[Tozour02] Tozour, Paul. “Building a Near Optimal Navigation Mesh.” AI Game Programming Wisdom. Charles River Media, 2002. 번역서는 “거의 최적화된 네비게이션 메시 만들기,” AI Game Programming Wisdom, 정보문화사, 2003.
[White02] White, Stephen 및 Christopher Christensen, Christopher. “A Fast Approach to Navigation Meshes,” In Game Programming Gems 3. Charles River Media, 2002. 번역서는 “네비게이션 메시에 대한 한 가지 빠른 접근 방식,” Game Programming Gems 3, 정보문화사, 2003.
[Lanchester16] Lanchester, F.W. “Aircraft in Warfare: The Dawn of the Fourth Arm.” Engineering 98, 422-423; World of Mathematics, ed. J.Newman, vol. IV, pp.2138-2148에 재인쇄. Simon and Schuster, 1956.
[Saperstein01] Saperstein, A. “Simple Models Suggest Answers to Complex Questions: Do We Need Satellite Surveillance for Land Warfare? A Lancastrian View.” Peace Economics, Peace Science and Public Policy, Volume 8 no. 1: 21-29. 웹 주소 http://www.crp.cornell.edu/peps/journal.htm. August 2004.
[Veale04] Veale, T. “Strategy and Tactics in Military War Games: The Role and Potential of Artificial Intelligence.” Lecture III. 웹 주소 http://www.compapp.dcu.ie/~tonyv/gamesAI/war3.rtf. August 2004.
3.4 게임 AI를 위한 실용적인 계획수립 구현
[Bonet01] Bonet, Blai 및 Hector Geffner. “Planning as Heuristic Search.” Artificial Intelligence-Special Issue on Heuristic Search, Vol. 129, No. 1-2, 2001. 웹 주소 http://www.tecn.upf.es/~hgeffner/index.html
[Fikes71] Fikes, R. 및 N. Nilsson. “STRIPS: A new approach to the application of theorem proving to problem solving.” Artificial Intelligence, Vol. 2, No. 3-4, 1971: pp. 189-208.
[Ghallab04] Ghallab, Malik, Dana Nau, Traverso Paolo. Automated Planning - Theory and Practice. Morgan Kaufmann, 2004.
[Hoffmann01] Hoffmann, J. 및 B. Nebel. “The FF Planning System: Fast Plan Generation Through Heuristic Search.” Journal of Artificial Intelligence Research, Vol. 14, 2001: pp. 253-302. 웹 주소 http://www.informatik.uni-freiburg.de/~hoffmann/ff.html.
[Orkin04] Orkin, Jeff. “Symbolic Representation of Game World State: Toward Real-Time Planning in Games.” AAAI Workshop Technical Report WS-04-04: Challenges in Game Artificial Intelligence (July, 2004): pp. 26-30.
[Tozour01] Tozour, P. “Influence Mapping.” Game Programming Gems 2. Charles River Media, 2001. 번역서는 “영향력분포도 기법,” Game Programming Gems 2, 정보문화사, 2002.
[Woodcock02] Woodcock, S. “Recognizing Strategic Dispositions: Engaging the Enemy.” AI Game Programming Wisdom. Charles River Media, 2002. 번역서는 “전략적 배치의 인식: 적과의 교전,” AI Game Programming Wisdom, 정보문화사, 2003.
3.7 A*를 넘어서
[Botea04] Botea, A., M. Muller, J. Schaeffer. “Near Optimal Hierarchical Path-Finding.” Journal of Game Development. March, 2004.
[Cormen01] Cormen, Thomas H. 외. Introduction to Algorithms, Second Edition, 370-404. MIT Press, 2001.
[Nilsson98] Nilsson, Nils J. Artificial Intelligence: A New Synthesis, 145-150. Morgan Kaufmann Publishers, Inc., 1998.
[Stout00] Stout, Bryan. “The Basics of A* for Path Planning.” Game Programming Gems, pp 254--263. Charles River Media, 2000. 번역서는 “A* 길찾기 알고리즘의 기초,” Game Programming Gems, 정보문화사, 2000.
[Tozour03] Tozour, Paul. “Search Space Representation.” AI Game Programming Wisdom 2, pp 85-102. Charles River Media, 2003. 번역서는 “검색 공간 표현,” AI Game Programming Wisdom 2, 정보문화사, 2004.