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- The Double Helix: Simulation and GamingRoger Smith.
- Efficient Skinning Effect for Game Character Animation using DirectX Vertex BlendingQuasim H. Mehdi, Zhigang Wen, Norman E. Gough, Michael J. Allen. 5
- Extended Light MapsStefan Brabec, Hans-Peter Seidel. 10
- Natural Language Processing Strategies for Computer GamesMarc Cavazza. 17
- IntelligentBox: Its Aspects as a Rapid Construction System for Interactive 3D GamesYoshihiro Okada, Eisuke Itoh, Sachio Hirokawa. 22
- Artificial Neural Networks in Future Computer GamesQuasim H. Mehdi, Hussam Suliman, E. Asloglou, Norman E. Gough, Michael J. Allen. 29
- Egocentric AI Processing for Computer Entertainment: A Real-Time Process Manager for GamesIan Wright, James A. R. Marshall. 34
- RC++ A Rule Based Language for Game AIIan Wright, James A. R. Marshall. 42
- A Real-Time Blackboard System for Interpreting Agent MessagesMarc Cavazza, Steven J. Mead, Alexander I. Strachan, Alex Whittaker. 49
- Software Agents for Computer GamesV. Rao Vemuri, Joseph Miranda. 56
- Fuzzy State Machine Modelling of Agents and their Environments for GamesNorman E. Gough, Hussam Suliman, Quasim H. Mehdi. 61
- Real Time Goal Orientated Behaviour for Computer Game AgentsNick Hawes. 71
- Creating Animated Behavioural Character Based on Environmental EffectsZhigang Wen, Quasim H. Mehdi, Norman E. Gough, Hussam Suliman. 76
- Emotional States and Realistic Agent BehaviourMatthias Scheutz, Aaron Sloman, Brian Logan. 81
- Artificial Life Techniques for Generating Controllers for Physically Modelled CharactersTim Taylor. 89