ReferencesThis is an incomplete list of important related references that have influenced the TIELT project. For documents which specifically describe TIELT, see Documents. Brachman, R. (2003). IPTO's Cognitive Systems Initiative and Rapid, Enduring and Embedded Learning. Presentation given to the 2003 DARPA Workshop on Rapid, Enduring, and Embedded Learning. Buro, M. (2002). ORTS: A Hack-Free RTS Game Environment. Proceedings of the International Computers and Games Conference. Edmonton, Canada: Springer. Chan, K.M., & Muñoz-Avila, H. (2003). Age of Empires II: Age of Kings computer player scripting using CLIPS (Technical Report). Bethlehem, PA: Leigh University, Department of Computer Science and Engineering. Kaminka, G.A., Veloso, M.M., Schaffer, S., Sollitto, C., Adobbati, R., Marshall, A.N., Scholer, A., & Tejada, S. (2002). GameBots: A flexible test bed for multiagent team research. Communications of the ACM, 45(1), 43-45. Laird, J.E. (2000). It knows what you're going to do: Adding anticipation to a Quakebot. In W. Dobson (Ed.) Artificial Intelligence and Interactive Entertainment: Papers from the AAAI Spring Symposium (Technical Report SS-00-02). Stanford, CA: AAAI Press. Laird, J.E. (2002). Research in human-level AI using computer games. Communications of the ACM, 45(1), 32-35. Laird, J.E., & van Lent, M. (2001). Interactive computer games: Human-level AI's killer application. AI Magazine, 22(2), 15-25. Langley, P., & Laird, J. E. (2002). Cognitive architectures: Research issues and challenges (Technical Report). Palo Alto, CA: Institute for the Study of Learning and Expertise. Pell, B. (1996). A strategic metagame player for general chess-like games. Computational Intelligence, 12, 177-198. Petty, M.D. (2001). Do we really want computer generated forces that learn? Proceedings of the Tenth Conference on Computer Generated Forces and Behavioral Representation. Norfolk, VA: Simulation Interoperability Standards Organization. Ponsen, M. & Spronck, P. (2004). Improving Adaptive Game AI with Evolutionary Learning. Computer Games: Artificial Intelligence, Design and Education (CGAIDE 2004) (eds. Quasim Mehdi, Norman Gough, Stéphane Natkin and David Al-Dabass), pp. 389-396. University of Wolverhampton. (Presented at the CGAIDE 2004). |