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3.0 �������̰� �߰��� AI ������ ����

[LaMothe95] LaMothe, Andre, Building Brains into Your Games, Game Developer

, August 1995.

[Nelson96] Nelson, Mark, Priority Queues and the STL, Dr. Dobbs Journal, January 1996.

[Woodcock99] Woodcock, Steve, Game AI: The State of the Industry Game Developer, August 1999.

 

3.1 ���� ���� ��� Ŭ����

������ FSM�� ���� �� �� �ڼ��� ������ ���� �� �ִ� ����:
Mathmania Finite State Machines Introduction
www.erlang/se/documentation/doc-4.7.3/doc/design_principles/fsm.html
Finite State Machines - Making simple work of complex functions

FSM�� ���� �� �ٸ� C++ ���� �ڵ�:
Using Simple Finite State Machines - Fsm(3C++)

C�� ������ FSM:
Larry Smith�� FSM

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3.2 ���� Ʈ��

[Eppstein] Eppstein, David, Strategy and Board Game Programming

[Sedgewick98] Sedgewick, R, Algorithms in C++, Addison-Wesley Longman, Inc.,, 1998.

 

3.3 A* ��ã�� �˰������� ����

[Barr81] Barr, Avron, and Feigenbaum, Edward A., eds., The Handbook of Artificial Intelligence, volume 1, Addison-Wesley, 1981. - �ֵ� AI ������� �߿��� AI ���α׷��鿡 ���� �Ǹ��� �Թ� �ø���.

[Kanal88] Kanal, L., and Kumar, V., eds., Search in Artificial Intelligence, Springer-Verlag, 1988.

[Pearl84] Pearl, J., Heuristics: Intelligent Search Strategies for Computer Problem Solving, Addison-Wesley, 1984. - �˻� �˰������� ���̺� ���� å... ���� ��� ������� �� å�� ����, �ο��Ѵٰ�....

[Shapiro] Shapiro, Stuart C., and Eckroth, David, eds., Encyclopedia of Artificial Intelligence, 2 volumes, John Wiley & Sons, 1987

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3.4 A*�� ������ ����ȭ

[Patel99] Patel, Amit J., Amit's Thoughts on Pathfinding, November 27, 1999.

[Stout96] Stout, Bryan W., Smart Moves: Intelligent Path-Finding, Game Developer, October/November 1996, pp. 2835

 

3.5 A*�� �ӵ� ����ȭ

[Lewis91] Lewis, Harry R., Data Structures and Their Algorithms, HarperCollins Publishers Inc., 1991.

[Nelson96] Nelson, Mark, Priority Queues and the STL, Dr. Dobbs Journal, January 1996

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3.6 �׺���̼� �޽ø� �̿��� �ܼ�ȭ�� 3D �̵��� ��ã��

[Patel99] Patel, Amit J., "Amit's Thoughts on Pathfinding", November 27, 1999.

[Heyes-Jones99] Heyes-Jones, Justin, "A* Algorithm Tutorial", November 27, 1999.

[Stout96] Stout, Bryan W., "Smart Moves: Intelligent Path-Finding", Game Developer, October 1996.

 

3.7 �÷�ŷ:���� �ൿ�� �䳻���� ������ ���

Christopher�� �� ������ - dz���� ������ �ڷ�

Craig Reynolds �� ����Ʈ - "�÷�ŷ�� �ƹ���"�� Craig�� ����Ʈ

Reynolds, C. W., "Flocks, Herds, and Schools: A Distributed Behavioral Model", in Computer Graphics, 21(4),SIGGRAPH 87 Conference Proceedings, pages 2534, 1987

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Steven Levy�� Artificial Life(Vitage Books) - �� å�� 1995�� ��μ������� "�ΰ�����"�̶�� �̸����� �������� ���Խ��ϴ�. ���� ����...

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[Bauer00] Bauer, Peter, Nouak, Stephan, and Winkler, Roman, A brief course in Fuzzy Logic and Fuzzy Control , March 21, 2000 - ���� �̷� �Թ� ����...

[Nguyen99] Nguyen, Hung T., and Walker, Elbert A., A First Course In Fuzzy Logic, CRC Press, 1999

[Rao95] Rao, Valluru B., and Rao, Hayagriva Y., C++ Neural Networks and Fuzzy Logic, IGD Books Worldwide, 1995.

Steven Woodcock�� Game AI ����Ʈ

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