Academic literature on the topic 'Strategy – Computer games'

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Journal articles on the topic "Strategy – Computer games"

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Caldwell, Nicholas. "Theoretical Frameworks for Analysing Turn-Based Computer Strategy Games." Media International Australia 110, no. 1 (2004): 42–51. http://dx.doi.org/10.1177/1329878x0411000107.

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This paper argues for a more specific formal methodology for the textual analysis of individual game genres. In doing so, it advances a set of formal analytical tools and a theoretical framework for the analysis of turn-based computer strategy games. The analytical tools extend the useful work of Steven Poole, who suggests a Peircian semiotic approach to the study of games as formal systems. The theoretical framework draws upon postmodern cultural theory to analyse and explain the representation of space and the organisation of knowledge in these games. The methodology and theoretical framewor
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Xiong, Shuo, and Hiroyuki Iida. "Attractiveness of real time strategy games." Computer Science and Information Systems 12, no. 4 (2015): 1217–34. http://dx.doi.org/10.2298/csis141101054x.

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Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refinement values are calculated and compared with other type of games. It is found that StarCraft II has a z
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Godfrey, Rachel, and Margaret Waddingham. "Computer strategy games in the Key Stage 2 History." Education 3-13 41, no. 1 (2013): 39–46. http://dx.doi.org/10.1080/03004279.2012.710098.

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MARKOVA, Z. A. "ANALYSIS OF THE STRUCTURE OF COMPUTER GAMES MARKET IN RUSSIA." Business Strategies, no. 6 (June 6, 2019): 10–13. http://dx.doi.org/10.17747/2311-7184-2019-6-10-13.

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With the growth of the computer games market, the competitive environment of this industry is rapidly changing. The constant appearance of new players in the market leads to the need to form a new competitive strategy. In this article, the Porter’s Five Forces model is used as a theoretical foundation for analyzing the level of competition and justifying the choice of competitive strategy. Based on the results of the analysis, we proposed an optimal strategy for companies operating in the market of computer games.
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Chernikova, Angelina, and Murilo Branco. "Product placement in computer/video games: an analysis of the impact on customers purchasing decision." Innovative Marketing 15, no. 3 (2019): 60–70. http://dx.doi.org/10.21511/im.15(3).2019.05.

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The video game and virtual reality became a new way of doing marketing considering their growing popularity and the advances of new technologies in the past few decades. In this paper is presented a research that investigates the impact of product placement in video games on gamers’ decisions on the purchase of goods from advertised. This research is focused on two of the most played games nowadays: FIFA 19 and Final Fantasy XV. A survey with 465 respondents was conducted to understand the antecedents that impact the purchase decision considering the stimulus originated from the product placem
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Liao, Gen-Yih, Thi Tuan Linh Pham, Tzu-Ling Huang, T. C. E. Cheng, and Ching-I. Teng. "Impact of workplace frustration on online gamer loyalty." Industrial Management & Data Systems 121, no. 5 (2021): 1008–25. http://dx.doi.org/10.1108/imds-08-2020-0504.

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PurposeOnline games are prevalent internet applications and are known for satisfying the various needs of users. Nonetheless, little is known about whether online games could be a resort for users encountering workplace frustration. Explaining how workplace frustration and users' need satisfaction affect loyalty of online gamers, this study aims to formulate hypotheses and develop a framework based on the self-determination theory (SDT).Design/methodology/approachThe authors use an online survey to collect 848 responses and use structural equation modelling to test the hypotheses.FindingsThe a
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Sandvik, Kjetil. "Evaluation of Quality in Computer Games." Nordicom Review 27, no. 2 (2006): 267–82. http://dx.doi.org/10.1515/nor-2017-0242.

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Abstract Computer games play an important role in the cultural daily life of children, teenagers and adults. This has led to arguments both in the EU and the Nordic countries that computer games should be included in the culture political strategies for financial funding as well as the development of talents for the game industry. Still this has yet to result in culture political efforts and progressive strategies on a larger scale. On the contrary the political initiatives tend to result in restrictions more than efforts being made to encourage and develop the game industry. This article draw
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Egenfeldt‐Nielsen, Simon. "Practical barriers in using educational computer games." On the Horizon 12, no. 1 (2004): 18–21. http://dx.doi.org/10.1108/10748120410540454.

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This paper outlines the barriers for using computer games in an educational setting by drawing on a study of a two‐month history course with the historical strategy game Europa Universalis II. The paper draws on the limited earlier literature on the subject to identify classic areas of difficulty. Some of these are time schedule, physical setting, class expectations, teacher background, genre knowledge, technical problems, experience with group work, teacher preparation, perception of games, class size, priority issue. It is concluded that these factors add up to a tremendous workload on teach
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Vesa, Mikko, Juho Hamari, J. Tuomas Harviainen, and Harald Warmelink. "Computer Games and Organization Studies." Organization Studies 38, no. 2 (2016): 273–84. http://dx.doi.org/10.1177/0170840616663242.

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Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophisticated computer games connected by networks are turning into spaces for organizing. Therefore, it may not be surprising that conventional organizations are now scrounging these games for novel ways to enhance efficiency. The result is the formation of game/organization hybrids; uneasy recontextualizations of partly incompatible ideas, values and practices. We begin this essay by elucidating what it is socially that makes something a game by exploring the notion’s anthropological foundations. We th
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Demirok, Mukaddes, Fezile Ozdamli, Cigdem Hursen, Zehra Ozcinar, Muge Kutguner, and Huseyin Uzunboylu. "The Relationship of Computer Games and Reported Anger in Young People." Australian Journal of Guidance and Counselling 22, no. 1 (2012): 33–43. http://dx.doi.org/10.1017/jgc.2012.4.

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Playing computer games is a routine activity for most young people today. The aim of this study was to examine the relationship of time spent playing computer games, the violence of the game, and self-reported anger of students in North Cyprus. Four hundred participants between the ages of 15–18 completed the State-Trait Anger and the Anger Expression questionnaire, together with a section on gaming. The results showed that most (43%) students played computer games 3–4 days a week, with many (31.5%) playing every day. It was found that students who played computer games for 2–3 hours a day sco
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Dissertations / Theses on the topic "Strategy – Computer games"

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Towle, Bradford Allen. "Combining role playing game constructs toward real time strategy games." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447598.

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Miles, Christopher Eoin. "Case-injected genetic algorithms in computer strategy games." abstract and full text PDF (free order & download UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1433686.

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Caldwell, Nicholas Peter. "How civilized! : discourses in modernity and postmodernity in the computer strategy game /." St. Lucia, Qld, 2001. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe16691.pdf.

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Dahlbom, Anders. "An adaptive AI for real-time strategy games." Thesis, University of Skövde, School of Humanities and Informatics, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-908.

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<p>In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission planning, and unit coordination. An Artificial Intelligence (AI) system that acts as an opponent against the human player need to be quite powerful, in order to create one cohesive strategy for victory. Even though the goal for an AI system in a computer game is not to defeat the human player, it might still need to act intelligently and look credible. It might however also need to provide just enough difficulty, so that both novice and expert players appreciates the game. The behavior of co
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Naveed, Munir Hussain. "Automated planning for pathfinding in real-time strategy games." Thesis, University of Huddersfield, 2012. http://eprints.hud.ac.uk/id/eprint/14057/.

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This thesis is focused on the design of a new path planning algorithm to solve path planning problems in dynamic, partially observable and real-time environments such as Real-Time Strategy(RTS) games. The emphasis is put on fast action selection motivating the use of Monte-Carlo planning techniques. Three main contributions are presented in this thesis. The first contribution is a Monte-Carlo planning technique, called MCRT, that performs selective action sampling and limits how many times a particular state-action pair is explored to balance the trade-off between exploration of new actions an
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Greenberg, Benjamin S. "Humanization of computational learning in strategy games." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106018.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 89-90).<br>I review and describe 4 popular techniques that computers use to play strategy games: minimax, alpha-beta pruning, Monte Carlo tree search, and neural networks. I then explain why I do not believe that people use
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Miles, Christopher E. "Co-evolving real times strategy game players." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3274501.

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Gustav, During. "Evaluating game experience when using augment reality : In real time strategy games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10938.

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Context. Augmented reality (AR) is a technology that uses the camera to display what is seen on the screen and adds digital informationover the picture. This study analyses how augmented reality mightaect game experience when applied to real time strategy games. Objectives. Evaluate the available development tools, to implementthe game prototype and the AR interaction. Then develop interactive methods for AR and traditional version. Create a basic articialintelligence, design the experiment to evaluate game experience, completion time and score. Methods. The experiment were executed after impl
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Nilsen, Trond. "Guidelines for the Design of Augmented Reality Strategy Games." Thesis, University of Canterbury. Computer Science and Software Engineering, 2006. http://hdl.handle.net/10092/1109.

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With augmented reality, we can create interfaces that merge virtual objects and data seamlessly with the real world, potentially improving collaboration and interaction. This technology offers opportunities for games, allowing new designs that merge the diverse social and physical interaction of real world games with rapid interactivity and computing power of digital games. To date, research has primarily focused on issues of technology, interaction design, and nfrastructure; the design of compelling play has received little attention. We play games because they are enjoyable; therefore, in
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Liu, Siming. "Evolving effective micro behaviors for real-time strategy games." Thesis, University of Nevada, Reno, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3707862.

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<p> Real-Time Strategy games have become a new frontier of artificial intelligence research. Advances in real-time strategy game AI, like with chess and checkers before, will significantly advance the state of the art in AI research. This thesis aims to investigate using heuristic search algorithms to generate effective micro behaviors in combat scenarios for real-time strategy games. <i> Macro</i> and <i>micro</i> management are two key aspects of real-time strategy games. While good macro helps a player collect more resources and build more units, good micro helps a player win skirmishes aga
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Books on the topic "Strategy – Computer games"

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Rymaszewski, Michael. Prima's computer strategy games bible: Unauthorized. Prima Pub., 1996.

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Official Vigilance strategy guide. Brady Pub., 1998.

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Farkas, Bart. The Outfit official strategy guide. BradyGames, 2006.

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Call of duty: Official strategy guide. BradyGames Pub., 2004.

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Michael, Bremer, ed. Simlife: The official strategy guide. Prima Pub., 1993.

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Waters, John K. Diablo: The official strategy guide. Prima Pub., 1997.

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Inc, Pearson Education, ed. Grand theft auto: Official strategy guides. BradyGames, 2004.

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Bogenn, Tim. Sonic riders: BradyGames official strategy guide. BradyGames, 2006.

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Greg, Sepelak, ed. Grandia III: BradyGames official strategy guide. BradyGames, 2005.

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Walsh, Doug. Tron 2.0: Official strategy guide. BradyGames Pub., 2004.

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Book chapters on the topic "Strategy – Computer games"

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Tamplin, J. A., and G. McC Haworth. "Chess Endgames: Data and Strategy." In Advances in Computer Games. Springer US, 2004. http://dx.doi.org/10.1007/978-0-387-35706-5_6.

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Fearnley, John. "Efficient Parallel Strategy Improvement for Parity Games." In Computer Aided Verification. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-63390-9_8.

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Baier, Christel, Norine Coenen, Bernd Finkbeiner, Florian Funke, Simon Jantsch, and Julian Siber. "Causality-Based Game Solving." In Computer Aided Verification. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81685-8_42.

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AbstractWe present a causality-based algorithm for solving two-player reachability games represented by logical constraints. These games are a useful formalism to model a wide array of problems arising, e.g., in program synthesis. Our technique for solving these games is based on the notion of subgoals, which are slices of the game that the reachability player necessarily needs to pass through in order to reach the goal. We use Craig interpolation to identify these necessary sets of moves and recursively slice the game along these subgoals. Our approach allows us to infer winning strategies that are structured along the subgoals. If the game is won by the reachability player, this is a strategy that progresses through the subgoals towards the final goal; if the game is won by the safety player, it is a permissive strategy that completely avoids a single subgoal. We evaluate our prototype implementation on a range of different games. On multiple benchmark families, our prototype scales dramatically better than previously available tools.
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Vöge, Jens, and Marcin Jurdziński. "A Discrete Strategy Improvement Algorithm for Solving Parity Games." In Computer Aided Verification. Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/10722167_18.

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Daskalakis, Constantinos. "An Efficient PTAS for Two-Strategy Anonymous Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-92185-1_26.

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Tripathi, Rahul, Elena Valkanova, and V. S. Anil Kumar. "On Strategy Improvement Algorithms for Simple Stochastic Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13073-1_22.

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Wiemer, Serjoscha. "Interface Analysis: Notes on the “Scopic Regime” of Strategic Action in Real-Time Strategy Games." In Computer Games and New Media Cultures. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_5.

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Ontañón, Santiago, and Ashwin Ram. "Case-Based Reasoning and User-Generated Artificial Intelligence for Real-Time Strategy Games." In Artificial Intelligence for Computer Games. Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-8188-2_5.

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Zvesper, Jonathan A., and Krzysztof R. Apt. "Proof-Theoretic Analysis of Rationality for Strategic Games with Arbitrary Strategy Sets." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14977-1_15.

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Midtgaard, Martin, Lars Vinther, Jeppe R. Christiansen, Allan M. Christensen, and Yifeng Zeng. "Time-Based Reward Shaping in Real-Time Strategy Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15420-1_10.

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Conference papers on the topic "Strategy – Computer games"

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Zavaleta, J., M. Costa, M. T. Gouvea, and C. Lima. "Computer games as a teaching strategy." In Fifth IEEE International Conference on Advanced Learning Technologies (ICALT'05). IEEE, 2005. http://dx.doi.org/10.1109/icalt.2005.88.

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Garcia, Dan, Ivona Bezakova, Adam Blank, and Neal Terrell. "Teaching Computer Science with Abstract Strategy Games." In SIGCSE '21: The 52nd ACM Technical Symposium on Computer Science Education. ACM, 2021. http://dx.doi.org/10.1145/3408877.3432572.

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Walton-Rivers, Joseph, Piers R. Williams, and Richard Bartle. "Hexboard: A generic game framework for turn-based strategy games." In 2018 10th Computer Science and Electronic Engineering (CEEC). IEEE, 2018. http://dx.doi.org/10.1109/ceec.2018.8674187.

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Macret, Matthieu, Alissa N. Antle, and Philippe Pasquier. "Can a paper-based sketching interface improve the gamer experience in strategy computer games?" In 2012 4th International Conference on Intelligent Human Computer Interaction (IHCI). IEEE, 2012. http://dx.doi.org/10.1109/ihci.2012.6481817.

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Laskowski, Sylwester. "Criteria of Choosing Strategy in Games Against Nature." In EUROCON 2007 - The International Conference on "Computer as a Tool". IEEE, 2007. http://dx.doi.org/10.1109/eurcon.2007.4400384.

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Farouk, Ghada M., Ibrahim F. Moawad, and Mostafa Aref. "Generic opponent modelling approach for real time strategy games." In 2013 8th International Conference on Computer Engineering & Systems (ICCES). IEEE, 2013. http://dx.doi.org/10.1109/icces.2013.6707164.

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de Kereki, Ines Friss, and Alejandro Adorjan. "Serious games: Using abstract strategy games in computer science 2: An experience report and lessons learned." In 2018 IEEE Global Engineering Education Conference (EDUCON). IEEE, 2018. http://dx.doi.org/10.1109/educon.2018.8363224.

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Decraene, James, Malcolm Yoke Hean Low, and Philip Hingston. "Evolving Tactical Plans for Strategy Games using Automated Red Teaming." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2011. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat11-19.

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Bonner, James, and Clinton J. Woodward. "On domain-specific decision support systems for e-sports strategy games." In the 24th Australian Computer-Human Interaction Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2414536.2414544.

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Potisartra, Kittisak, and Vishnu Kotrajaras. "Towards an Evenly Match Opponent AI in Turn-based Strategy Games." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2009. http://dx.doi.org/10.5176/978-981-08-3190-5_290.

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