1�� "���α׷��� ���" ���� �ڷ��
2�� "����" ���� �ڷ��
3�� "�ΰ� ����" ���� �ڷ��
4�� "�ٰ��� ���" ���� �ڷ��
5�� "�ȼ� ȿ��" ���� �ڷ��
3�� "�ΰ�����" ���� �ڷ�� |
---|
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��� ������ ���� �� �ִ� ����: FSM�� ���� �� �ٸ� C++ ���� �ڵ�: C�� ������ FSM: |
������ �� ���� |
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 |
������ �� ���� |
3.4 A*�� ������ ����È[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� ����È[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 |
������ �� ���� |
3.6 �׺���̼� �޽ø� �̿��� �ܼ�È�� 3D �̵��� ���[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 ���̷�ƮX 7a CD�� \DXF\samples\multimedia\d3dim\src\boids�� \DXF\samples\multimedia\dmusic\src\dmboids�� �ִ� ������ Steven Levy�� Artificial Life(Vitage Books) - �� å�� 1995�� ��μ������� "�ΰ�����"�̶�� �̸����� �������� ���Խ��ϴ�. ���� ����... |
������ �� ���� |
3.8 ���� ������ ���� ���� ����[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. |