LGOAP: adaptive layered planning for real-time videogames

G Maggiore, CA Pereira Santos, D Dini, FWT Peters, HA Bouwknegt, P. Spronck

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

2 Citations (Scopus)
Original languageEnglish
Title of host publicationComputational Intelligence in Games (CIG), 2013
Place of PublicationNiagara Falls, Canada
PublisherIEEE
ISBN (Print)978-1-4673-5308-3
DOIs
Publication statusPublished - 2013
EventIEEE 2013 Conference on Computational Intelligence in Games - Niagara Falls, Canada
Duration: 11 Aug 201313 Aug 2013

Conference

ConferenceIEEE 2013 Conference on Computational Intelligence in Games
CityNiagara Falls, Canada
Period11/08/1313/08/13

Cite this

Maggiore, G., Pereira Santos, CA., Dini, D., Peters, FWT., Bouwknegt, HA., & Spronck, P. (2013). LGOAP: adaptive layered planning for real-time videogames. In Computational Intelligence in Games (CIG), 2013 IEEE. https://doi.org/10.1109/CIG.2013.6633624