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3.0 ¹ü¿ëÀûÀÌ°í °ß°íÇÑ AI ¿£ÁøÀÇ ¼³°è[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 À¯ÇÑ »óÅ ±â°è Ŭ·¡½ºÀ¥¿¡¼ FSM¿¡ ´ëÇÑ Á» ´õ ÀÚ¼¼ÇÑ ³»¿ëÀ» ¾òÀ» ¼ö ÀÖ´Â °÷µé: FSM¿¡ ´ëÇÑ ¶Ç ´Ù¸¥ C++ ±¸Çö ÄÚµå: C·Î ±¸ÇöÇÑ FSM: |
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3.2 °ÔÀÓ Æ®¸®[Eppstein] Eppstein, David, Strategy and Board Game Programming [Sedgewick98] Sedgewick, R, Algorithms in C++, Addison-Wesley Longman, Inc.,, 1998. |
3.3 A* ±æÃ£±â ¾Ë°í¸®ÁòÀÇ ±âÃÊ[Barr81] Barr, Avron, and Feigenbaum, Edward A., eds., The Handbook of Artificial Intelligence, volume 1, Addison-Wesley, 1981. - ÁÖµÈ AI ÁÖÁ¦µé°ú Áß¿äÇÑ AI ÇÁ·Î±×·¥µé¿¡ ´ëÇÑ ÈǸ¢ÇÑ ÀÔ¹® ½Ã¸®Áî. [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. - °Ë»ö ¾Ë°í¸®ÁòÀÇ ¹ÙÀÌºí °ÝÀΠå... °ÅÀÇ ¸ðµç »ç¶÷µéÀÌ ÀÌ Ã¥À» ÂüÁ¶, ÀοëÇÑ´Ù°í.... [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*ÀÇ ¹ÌÇÐÀû ÃÖÀûÈ[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*ÀÇ ¼Óµµ ÃÖÀûÈ[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 ³×ºñ°ÔÀÌ¼Ç ¸Þ½Ã¸¦ ÀÌ¿ëÇÑ ´Ü¼øÈµÈ 3D À̵¿°ú ±æÃ£±â[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 Ç÷ÎÅ·:Áý´Ü ÇൿÀ» Èä³»³»´Â °£´ÜÇÑ ±â¹ýChristopherÀÇ À¥ ÆäÀÌÁö - dzºÎÇÑ ¿¹Á¦¿Í ÀÚ·á Craig Reynolds À¥ »çÀÌÆ® - "Ç÷ÎÅ·ÀÇ ¾Æ¹öÁö"ÀÎ CraigÀÇ »çÀÌÆ® Reynolds, C. W., "Flocks, Herds, and Schools: A Distributed Behavioral Model", in Computer Graphics, 21(4),SIGGRAPH 87 Conference Proceedings, pages 2534, 1987 ´ÙÀÌ·ºÆ®X 7a CDÀÇ \DXF\samples\multimedia\d3dim\src\boids¿Í \DXF\samples\multimedia\dmusic\src\dmboids¿¡ ÀÖ´Â ¿¹Á¦µé Steven LevyÀÇ Artificial Life(Vitage Books) - ÀÌ Ã¥Àº 1995³â »ç¹Î¼°¢¿¡¼ "Àΰø»ý¸í"À̶ó´Â À̸§À¸·Î ¹ø¿ªÆÇÀÌ ³ª¿Ô½À´Ï´Ù. Àúµµ °Ãß... |
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3.8 ºñµð¿À °ÔÀÓÀ» À§ÇÑ ÆÛÁö ³í¸®[Bauer00] Bauer, Peter, Nouak, Stephan, and Winkler, Roman, A brief course in Fuzzy Logic and Fuzzy Control , March 21, 2000 - ÆÛÁö ÀÌ·Ð ÀÔ¹® °ÁÂ... [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. |