License: Creative Commons Attribution 3.0 Unported license (CC BY 3.0)
When quoting this document, please refer to the following
DOI: 10.4230/DFU.Vol6.12191.101
URN: urn:nbn:de:0030-drops-43393
URL: http://dagstuhl.sunsite.rwth-aachen.de/volltexte/2013/4339/
Congdon, Clare Bates ;
Hingston, Philip ;
Kendall, Graham
Artificial and Computational Intelligence for Games on Mobile Platforms
Abstract
In this chapter, we consider the possibilities of creating new and innovative games that are targeted for mobile devices, such as smart phones and tablets, and that showcase AI (Artificial Intelligence) and CI (Computational Intelligence) approaches. Such games might take advantage of the sensors and facilities that are not available on other platforms, or might simply rely on the "app culture" to facilitate getting the games into users' hands. While these games might be profitable in themselves, our focus is on the benefits and challenges of developing AI and CI games for mobile devices.
BibTeX - Entry
@InCollection{congdon_et_al:DFU:2013:4339,
author = {Clare Bates Congdon and Philip Hingston and Graham Kendall},
title = {{Artificial and Computational Intelligence for Games on Mobile Platforms}},
booktitle = {Artificial and Computational Intelligence in Games},
pages = {101--108},
series = {Dagstuhl Follow-Ups},
ISBN = {978-3-939897-62-0},
ISSN = {1868-8977},
year = {2013},
volume = {6},
editor = {Simon M. Lucas and Michael Mateas and Mike Preuss and Pieter Spronck and Julian Togelius},
publisher = {Schloss Dagstuhl--Leibniz-Zentrum fuer Informatik},
address = {Dagstuhl, Germany},
URL = {http://drops.dagstuhl.de/opus/volltexte/2013/4339},
URN = {urn:nbn:de:0030-drops-43393},
doi = {10.4230/DFU.Vol6.12191.101},
annote = {Keywords: Games, mobile, artificial intelligence, computational intelligence}
}
Keywords: |
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Games, mobile, artificial intelligence, computational intelligence |
Collection: |
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Artificial and Computational Intelligence in Games |
Issue Date: |
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2013 |
Date of publication: |
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18.11.2013 |