REFERENCES
Aha, D. W., Molineaux, M., and Ponsen, M. (2005). Learn-
ing to win: case-based plan selection in a real-time
strategy game. In Proceedings of the 6th international
conference on Case-Based Reasoning Research and
Development, ICCBR’05, pages 5–20, Berlin, Heidel-
berg. Springer-Verlag.
Buro, M. (2003). Real-time strategy gaines: a new ai re-
search challenge. In Proceedings of the 18th inter-
national joint conference on Artificial intelligence, IJ-
CAI’03, pages 1534–1535, San Francisco, CA, USA.
Morgan Kaufmann Publishers Inc.
Choi, D. (2011). Reactive goal management in a cognitive
architecture. Cogn. Syst. Res., 12(3-4):293–308.
Claypool, M. and Claypool, K. (2006). Latency and player
actions in online games. Commun. ACM, 49(11):40–
45.
Fagan, M. and Cunningham, P. (2003). Case-based plan
recognition in computer games. In Proceedings of the
Fifth ICCBR, pages 161–170. Springer.
Gabriel, I., Negru, V., and Zaharie, D. (2012). Neuroevo-
lution based multi-agent system for micromanage-
ment in real-time strategy games. In Proceedings of
the Fifth Balkan Conference in Informatics, BCI ’12,
pages 32–39, New York, NY, USA. ACM.
Jaidee, U., Mu
˜
noz Avila, H., and Aha, D. W. (2011). Inte-
grated learning for goal-driven autonomy. In Proceed-
ings of the Twenty-Second international joint confer-
ence on Artificial Intelligence - Volume Volume Three,
IJCAI’11, pages 2450–2455. AAAI Press.
Josyula, D. P. (2005). A unified theory of acting and agency
for a universal interfacing agent. PhD thesis, College
Park, MD, USA. AAI3202442.
Langley, P. and Choi, D. (2006). A unified cognitive archi-
tecture for physical agents. In proceedings of the 21st
national conference on Artificial intelligence - Volume
2, AAAI’06, pages 1469–1474. AAAI Press.
Lehman, J. F., Laird, J., and Rosenbloom, P. (1996). A
gentle introduction to soar, an architecture for human
cognition. In In S. Sternberg & D. Scarborough (Eds),
Invitation to Cognitive Science. MIT Press.
Lewis, J. M., Trinh, P., and Kirsh, D. (2011). A corpus anal-
ysis of strategy video game play in starcraft: Brood
war. In Proceedings of the 33rd Annual Conference of
the Cognitive Science Society.
Loyall, A. B. (1997). Believable agents: building interac-
tive personalities. PhD thesis, Pittsburgh, PA, USA.
AAI9813841.
Lucas, S. M., Rohlfshagen, P., and Perez, D. (2012). To-
wards more intelligent adaptive video game agents: a
computational intelligence perspective. In Proceed-
ings of the 9th conference on Computing Frontiers, CF
’12, pages 293–298, New York, NY, USA. ACM.
Millington, I. and Funge, J. (2009). Artificial Intelligence
for Games, Second Edition. Morgan Kaufmann Pub-
lishers Inc., San Francisco, CA, USA, 2nd edition.
Molineaux, M., Klenk, M., and Aha, D. W. (2010). Goal-
driven autonomy in a navy strategy simulation. In in
Proceedings of the Twenty-Fourth AAAI Conference
on Artificial Intelligence. AAAI Press.
Mu
˜
noz Avila, H., Jaidee, U., Aha, D. W., and Carter, E.
(2010). Goal-driven autonomy with case-based rea-
soning. In Proceedings of the 18th international con-
ference on Case-Based Reasoning Research and De-
velopment, ICCBR’10, pages 228–241, Berlin, Hei-
delberg. Springer-Verlag.
Mu
˜
noz-Avila, H., Aha, D. W., Jaidee, U., Klenk, M., and
Molineaux, M. (2010). Proceedings of the twenty-
third international florida artificial intelligence re-
search society conference, may 19-21, 2010, daytona
beach, florida. In Guesgen, H. W. and Murray, R. C.,
editors, FLAIRS Conference. AAAI Press.
Ontan, S., Mishra, K., Sugandh, N., and Ram, A. (2008).
Learning from demonstration and case-based plan-
ning for real-time strategy games. In Prasad, B., edi-
tor, Soft Computing Applications in Industry, volume
226 of Studies in Fuzziness and Soft Computing, pages
293–310. Springer Berlin Heidelberg.
Pryor, L. and Collins, G. (1996). Planning for contingen-
cies: a decision-based approach. volume 4, pages
287–339, USA. AI Access Foundation.
Russell, S. J. and Norvig, P. (2003). Artificial Intelligence:
A Modern Approach. Pearson Education, 2 edition.
Shannon, C. E. (1988). Computer chess compendium.
chapter Programming a computer for playing chess,
pages 2–13. Springer-Verlag New York, Inc., New
York, NY, USA.
Shantia, A., Begue, E., and Wiering, M. (2011). Connec-
tionist reinforcement learning for intelligent unit mi-
cro management in starcraft. In IJCNN, pages 1794–
1801.
Synnaeve, G. and Bessi
`
ere, P. (2011). A bayesian model for
plan recognition in rts games applied to starcraft. In
AIIDE.
Synnaeve, G. and Bessi
`
ere, P. (2012). Special tactics: A
bayesian approach to tactical decision-making. In
CIG, pages 409–416.
Szczepanski, T. and Aamodt, A. (2009). Case-based reason-
ing for improved micromanagement in real-time strat-
egy games. Proceedings of the Workshop on Case-
Based Reasoning for Computer Games, 8th Interna-
tional Conference on Case-Based Reasoning, ICCBR
2009, pages 139–148.
Zhang, Z. and Zhang, C. (2004). Agent-Based Hybrid Intel-
ligent Systems. SpringerVerlag.
ENASE2013-8thInternationalConferenceonEvaluationofNovelSoftwareApproachestoSoftwareEngineering
196