GAME-ON 2001
The Second International Conference on Intelligent Games and Simulation
London, November 30 - December 1, 2001
Preliminary Programme
Keynote Lecture
Simulating Autonomous Agents with
Augmented Reality
Erol Gelenbe, Khaled Hussain and Varol Kaptan, University of Central Florida,
Orlando, USA
Session 1: Games Design and Development
A Review of 3_D Accelerator
Technology for Games
Nathan Chia, Richard Cant and David Al-Dabass, Nottingham Trent University, UK
Component Based Motion Editing
Environment for 3D Game Character Design
Yoshihiro Okada, Kyushi University, Fukuoka, Japan
New Anti-Aliasing and Depth of
Field Techniques for Games Graphics
Nathan Chia, Richard Cant and David Al-Dabass, Nottingham Trent University, Nottingham,
United Kingdom
Stratego Expert System Shell
Casper Treijtel and Leon Rothkrantz, Delft University of Technology, The Netherlands
Directions for Future Games
Development
Michael Allen, Suliman Hussam, Zhigang Wen, Qasim Mehdi and Norman Gough, University of
Wolverhampton, United Kingdom
Session 2: Modelling Intelligent Characters
Software Development for Reasoning
and Cognitive NPCs
Suliman Hussam, Q.H. Mehdi, and N. E. Gough, University of Wolverhampton, United Kingdom
Behavioural Interaction of
Characters for Virtual Storytelling
Fred Charles, Steven J. Mead, and Marc Cavazza, University of Teesside, United Kingdom
Artificial Player for Quake III
Arena
J M P van Waveren, L J M Rothkrantz, Delft University of Technology, The Netherlands
Mesh Skinning Technique for
Intelligent Animated Characters in Computer Games
Zhigang Wen, Qasim Mehdi and Norman Gough, University of Wolverhampton,
Wolverhampton, United Kingdom
Session 3: Algorithms for Games Simulation and Agent Path Planning
Real-Time Edge Follow: A New
Paradigm to Real-Time Path Search
Cagatay Undeger, Scientific Decision Support Center, Turkish Armed Forces, Faruk
Polat, Middle East Technical University and Ziya Ipekkan, Defense Research and
Armament Department, Turkey
Interaction Loop Paradigm for
Intelligent Virtual Environments to Interactively Solve
Spatial Configuration Tasks
Carlos Calderon and Marc Cavazza, University of Teesside, United Kingdom
Co-ordination of Multi-agents Path
Planning using Synchronous Near-Admissibility A*
(SNA*) Algorithm
M.Shafie Abd Latiff, Marc Cavazza and Ian Palmer, University of Bradford, United
Kingdom
A New Computational Approach to the
Game of Go
Julian Churchill, Richard Cant and David Al-Dabass, Nottingham Trent University, United
Kingdom
A Learning Architecture for the
Game of Go
A B Meijer, Delft University of Technology, Delft, The Netherlands
Session 4: Games Platforms
Palm Game Design
Pieter Spronck, Universiteit Maastricht, Maastricht, The Netherlands
Distributed Audio-video Sharing by
Copy-and-transfer Operation for Network 3D Games
Yoshihiro Okada, Kyushi University, Fukuoka, Japan
Content-Based Dissociation Handling
in Internet Games: The Wotan Principle
Joerg R.J. Schirra, Otto-von-Guericke-University, Magdeburg, Germany
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