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Künstliche Intelligenz für Computerspiele - Historische Entwicklung und aktuelle Trends.

, , and . Informatik Spektrum, 37 (6): 531-538 (2014)

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Learning Human Behavior from Analyzing Activities in Virtual Environments., , , and . MMI Interaktiv, (2007)Convex non-negative matrix factorization for massive datasets., , , and . Knowl. Inf. Syst., 29 (2): 457-478 (2011)Behavior Histograms for Action Recognition and Human Detection.. Workshop on Human Motion, volume 4814 of Lecture Notes in Computer Science, page 299-312. Springer, (2007)Guns, swords and data: Clustering of player behavior in computer games in the wild., , , and . CIG, page 163-170. IEEE, (2012)Bayesian Imitation of Human Behavior in Interactive Computer Games., , , and . ICPR (1), page 1244-1247. IEEE Computer Society, (2006)Matrix Factorization as Search., , , and . ECML/PKDD (2), volume 7524 of Lecture Notes in Computer Science, page 850-853. Springer, (2012)Naming Virtual Identities: Patterns and Inspirations for Character Names in World of Warcraft., and . ICEC, volume 6972 of Lecture Notes in Computer Science, page 270-281. Springer, (2011)Face Detection Using GPU-Based Convolutional Neural Networks., , and . CAIP, volume 5702 of Lecture Notes in Computer Science, page 83-90. Springer, (2009)Pre-Symptomatic Prediction of Plant Drought Stress Using Dirichlet-Aggregation Regression on Hyperspectral Images., , , , , , , , , and . AAAI, AAAI Press, (2012)Nearest Archetype Hull Methods for Large-Scale Data Classification.. ICPR, page 4040-4043. IEEE Computer Society, (2010)