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

1 Citation (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 Niagara Falls, Canada: IEEE. https://doi.org/10.1109/CIG.2013.6633624
Maggiore, G ; Pereira Santos, CA ; Dini, D ; Peters, FWT ; Bouwknegt, HA ; Spronck, P. / LGOAP: adaptive layered planning for real-time videogames. Computational Intelligence in Games (CIG), 2013. Niagara Falls, Canada : IEEE, 2013.
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title = "LGOAP: adaptive layered planning for real-time videogames",
author = "G Maggiore and {Pereira Santos}, CA and D Dini and FWT Peters and HA Bouwknegt and P. Spronck",
year = "2013",
doi = "10.1109/CIG.2013.6633624",
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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, Niagara Falls, Canada, IEEE 2013 Conference on Computational Intelligence in Games, Niagara Falls, Canada, 11/08/13. https://doi.org/10.1109/CIG.2013.6633624

LGOAP: adaptive layered planning for real-time videogames. / Maggiore, G; Pereira Santos, CA; Dini, D; Peters, FWT; Bouwknegt, HA; Spronck, P.

Computational Intelligence in Games (CIG), 2013. Niagara Falls, Canada : IEEE, 2013.

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

TY - GEN

T1 - LGOAP: adaptive layered planning for real-time videogames

AU - Maggiore, G

AU - Pereira Santos, CA

AU - Dini, D

AU - Peters, FWT

AU - Bouwknegt, HA

AU - Spronck, P.

PY - 2013

Y1 - 2013

U2 - 10.1109/CIG.2013.6633624

DO - 10.1109/CIG.2013.6633624

M3 - Conference contribution

SN - 978-1-4673-5308-3

BT - Computational Intelligence in Games (CIG), 2013

PB - IEEE

CY - Niagara Falls, Canada

ER -

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