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  1. Guide to effective software technical writing
    Published: 1984
    Publisher:  Prentice-Hall, Englewood Cliffs

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    FJ 5822
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    Hochschule Wismar, University of Applied Sciences: Technology, Business and Design, Hochschulbibliothek
    1986 A 793
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0133694631; 0133694550
    Other subjects: Electronic data processing documentation; Technical writing; Software documentation; Computer software
    Scope: IX, 149 S, ill
    Notes:

    Includes index

  2. Motion in Games
    Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings
    Published: 2010
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

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  3. Computers and Games
    7th International Conference, CG 2010, Kanazawa, Japan, September 24-26, 2010, Revised Selected Papers
    Published: 2011
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642179280
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    RVK Categories: SS 4800 ; ST 324
    Series: Lecture Notes in Computer Science ; 6515
    Subjects: Computer science; Computer Communication Networks; Computer software; Computational complexity; Artificial intelligence; Computerspiel; Programmierung; Spieltheorie; Spielstrategie; Komplexitätstheorie
  4. Computers and Games
    Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002. Revised Papers
    Published: 2003
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Imprint: Springer

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    Source: Union catalogues
    Language: English
    Media type: Ebook
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    ISBN: 9783540400318
    Series: Lecture Notes in Computer Science ; 2883
    Subjects: Computer science; Data structures (Computer science); Computer software; Electronic data processing; Computational complexity; Artificial intelligence; Spieltheorie; Computerspiel; Spielstrategie; Komplexitätstheorie
  5. Computers and Games
    Second International Conference, CG 2000 Hamamatsu, Japan, October 26–28, 2000 Revised Papers
    Published: 2001
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Imprint: Springer

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    Source: Union catalogues
    Language: English
    Media type: Ebook
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    ISBN: 9783540455790
    Series: Lecture Notes in Computer Science ; 2063
    Subjects: Computer science; Data structures (Computer science); Computer software; Artificial intelligence; Information systems; Computerspiel; Komplexitätstheorie; Spieltheorie; Spielstrategie
  6. Constraint-Based Agents
    An Architecture for Constraint-Based Modeling and Local-Search-Based Reasoning for Planning and Scheduling in Open and Dynamic Worlds
    Published: 2001
    Publisher:  Springer-Verlag Berlin Heidelberg, Berlin, Heidelberg

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  7. Computers and Games
    First International Conference, CG’98 Tsukuba, Japan, November 11–12, 1998 Proceedings
    Published: 1999
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Imprint: Springer

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    Source: Union catalogues
    Language: English
    Media type: Ebook
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    ISBN: 9783540489573
    Series: Lecture Notes in Computer Science ; 1558
    Subjects: Computer science; Computer software; Artificial intelligence; Mathematical optimization; Management information systems; Spielstrategie; Komplexitätstheorie; Computerspiel; Brettspiel; Spieltheorie
  8. Motion in Games
    4th International Conference, MIG 2011, Edinburgh, UK, November 13-15, 2011. Proceedings
    Published: 2011
    Publisher:  Springer-Verlag GmbH Berlin Heidelberg, Berlin, Heidelberg

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    ISBN: 9783642250903
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    Series: Lecture Notes in Computer Science ; 7060
    Subjects: Computer science; Computer software; Artificial intelligence; Computer simulation; Computer vision; Computeranimation; Computerspiel; Navigation; Motion Capturing; Bahnplanung; Computersimulation
  9. Computers and Games
    8th International Conference, CG 2013, Yokohama, Japan, August 13-15, 2013, Revised Selected Papers
    Published: 2014
    Publisher:  Springer International Publishing, Cham

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    Source: Union catalogues
    Language: English
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    ISBN: 9783319091655
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    RVK Categories: SS 4800
    Series: Lecture Notes in Computer Science ; 8427
    Subjects: Computer science; Computer Communication Networks; Computer software; Computational complexity; Artificial intelligence; Spieltheorie; Computerspiel; Programmierung; Komplexitätstheorie; Spielstrategie
    Scope: XX, 257 p. 131 illus
  10. Software development failures
    anatomy of abandoned projects
    Published: 2003
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

    "Failed or abandoned software development projects cost the U.S. economy alone billions of dollars a year. In Software Development Failures, Kweku Ewusi-Mensah offers an empirically grounded study that suggests why these failures happen and how they... more

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    "Failed or abandoned software development projects cost the U.S. economy alone billions of dollars a year. In Software Development Failures, Kweku Ewusi-Mensah offers an empirically grounded study that suggests why these failures happen and how they can be avoided. Case studies analyzed include the well-known Confirm travel industry reservation program, FoxMeyer's Delta, the IRS's Tax Systems Modernization, the Denver International Airport's Baggage Handling System, and CODIS." "It has been estimated that one-third of software development projects fail or are abandoned outright because of cost overruns, delays, and reduced functionality. Some consider this an acceptable risk - that it is simply the cost of doing business. Ewusi-Mensah argues that understanding the factors involved in development failures will help developers and businesses bring down the rate of software failure and abandoned projects."--BOOK JACKET.

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 0262050722
    RVK Categories: SR 870
    Subjects: Computer software; Risk management; Software failures; Scheitern; Projekt; Softwareentwicklung
    Scope: xiv, 276 p., 24 cm
    Notes:

    Includes bibliographical references (p. [255]-263) and index

  11. Developer's dilemma
    the secret world of videogame creators
    Published: 2014
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

    Universität Bonn, Institut für Archäologie und Kulturanthropologie / Abt. Kulturanthropologie, Volkskunde, Bibliothek
    LC 13000 O26
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262028196
    Series: Inside technology
    Subjects: Computer games; Computer software; Video games; Video games; Computer software developers; Programmierer; Videospiel <Motiv>; Software
    Scope: XII, 337 S., Ill.
  12. Grundkurs JAVA
    von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: [2020]; © 2020
    Publisher:  Springer Vieweg, Wiesbaden

    Lernen Sie schrittweise die wichtigsten Aspekte von Java kennen, von den elementaren Grundlagen über Konzepte der Objektorientierung und grafische Benutzungsoberflächen bis zu Datenbankanwendungen und Kommunikation im Netzwerk. Rund 220 Übungen... more

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    Lernen Sie schrittweise die wichtigsten Aspekte von Java kennen, von den elementaren Grundlagen über Konzepte der Objektorientierung und grafische Benutzungsoberflächen bis zu Datenbankanwendungen und Kommunikation im Netzwerk. Rund 220 Übungen unterstützen Sie dabei, die einzelnen Themen zu vertiefen. Der vollständige Quellcode der im Buch behandelten Programme und alle Lösungen zu den Aufgaben sind auf der Webseite zu diesem Buch verfügbar. Der Inhalt- Grundlegende Sprachkonzepte und Kernthemen der Objektorientierung- Behandlung von Ausnahmen- Ausgewählte Standard-Klassen- Generische Programmierung (parametrisierte Typen)- Funktionale Programmierung mit Lambda-Ausdrücken und Streams- Dateiverarbeitung- Nebenläufigkeit und Synchronisation- Programmierung grafischer Oberflächen mit Swing und JavaFX- Datenbankschnittstelle JDBC- Netzwerkprogrammierung auf der Basis von TCP/IP- Prinzipien objektorientierten Designs- Modularisierung. Die Zielgruppen- Studierende der Informatik und Wirtschaftsinformatik - IT-Beschäftigte in Ausbildung und Beruf- Programmiersprachen-Umsteiger. Der Autor Prof. Dr. Dietmar Abts lehrte das Fachgebiet Wirtschaftsinformatik, insbesondere Anwendungsentwicklung, an der Hochschule Niederrhein in Mönchengladbach. Er ist Autor mehrerer erfolgreicher Fachbücher.

     

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    Source: Union catalogues
    Language: German
    Media type: Book
    ISBN: 9783658304935
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    Edition: 11., aktualisierte und überarbeitete Auflage
    Subjects: Java Standard Edition 8
    Other subjects: Programmier- und Skriptsprachen; Objektorientierte Programmierung; Programming languages (Electronic computers); Computer software; Computer programming; Computer science
    Scope: XII, 611 Seiten, Illustrationen, Diagramme
  13. Progress in Artificial Intelligence
    19th EPIA Conference on Artificial Intelligence, EPIA 2019, Vila Real, Portugal, September 3–6, 2019, Proceedings, Part I
    Contributor: Moura Oliveira, Paulo (HerausgeberIn); Novais, Paulo (HerausgeberIn); Reis, Luís Paulo (HerausgeberIn)
    Published: 2019
    Publisher:  Springer, Cham

    AIEd - Artificial Intelligence in Education -- AI4G - Artificial Intelligence for Games -- AIoTA - Artificial Intelligence and IoT in Agriculture -- AIL - Artificial Intelligence and Law -- AIM - Artificial Intelligence in Medicine -- AICPDES -... more

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    AIEd - Artificial Intelligence in Education -- AI4G - Artificial Intelligence for Games -- AIoTA - Artificial Intelligence and IoT in Agriculture -- AIL - Artificial Intelligence and Law -- AIM - Artificial Intelligence in Medicine -- AICPDES - Artificial Intelligence in Cyber-Physical and Distributed Embedded Systems -- AIPES - Artificial Intelligence in Power and Energy Systems -- AITS - Artificial Intelligence in Transportation Systems -- ALEA - Artificial Life and Evolutionary Algorithms -- AmIA - Ambient Intelligence and Affective Environments -- BAAI - Business Applications of Artificial Intelligence -- GAI- General AI -- IROBOT - Intelligent Robotics -- KDBI - Knowledge Discovery and Business Intelligence -- KRR - Knowledge Representation and Reasoning -- MASTA - Multi-Agent Systems: Theory and Applications -- SSM - Social Simulation and Modelling -- TeMA - Text Mining and Applications This book constitutes the refereed proceedings of the 19th EPIA Conference on Artificial Intelligence, EPIA 2019, held in Funchal, Madeira, Portugal, in September 2019. The 119 revised full papers and 6 short papers presented were carefully reviewed and selected from a total of 252 submissions. The papers are organized in 18 tracks devoted to the following topics: AIEd - Artificial Intelligence in Education, AI4G - Artificial Intelligence for Games, AIoTA - Artificial Intelligence and IoT in Agriculture, AIL - Artificial Intelligence and Law, AIM - Artificial Intelligence in Medicine, AICPDES - Artificial Intelligence in Cyber-Physical and Distributed Embedded Systems, AIPES - Artificial Intelligence in Power and Energy Systems, AITS - Artificial Intelligence in Transportation Systems, ALEA - Artificial Life and Evolutionary Algorithms, AmIA - Ambient Intelligence and Affective Environments, BAAI - Business Applications of Artificial Intelligence, GAI- General AI, IROBOT - Intelligent Robotics, KDBI - Knowledge Discovery and Business Intelligence, KRR - Knowledge Representation and Reasoning, MASTA - Multi-Agent Systems: Theory and Applications, SSM - Social Simulation and Modelling, TeMA - Text Mining and Applications

     

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    Contributor: Moura Oliveira, Paulo (HerausgeberIn); Novais, Paulo (HerausgeberIn); Reis, Luís Paulo (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783030302412
    Other identifier:
    Edition: 1st ed. 2019
    Series: Lecture Notes in Artificial Intelligence ; 11804
    Array
    Subjects: Computer software; Software engineering; Computer Communication Networks; Computer vision; Artificial Intelligence; Artificial intelligence; Algorithms.; Special purpose computers.; Computer communication systems.; Optical data processing.
    Scope: 1 Online-Ressource (XL, 793 p. 329 illus., 248 illus. in color)
  14. Distributed game development
    harnessing global talent to create winning games
    Author: Fields, Tim
    Published: c2010
    Publisher:  Focal Press, Burlington, MA

    Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game... more

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    Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include: - Building a core team that excels at working with external development partners.- Finding and Evaluating studios and publishers to help get your game built.- Effectively dividing up game projects into parts that can be distributed.- Saving your teams from the brutality of crunch. - Running your projects more efficiently and achieve better results.- Includes interviews with game producers from Sony Online Entertainment, Disney Online, Blue Castle Games, Firebrand Games, Aspyr Games, and 2K Sports.

     

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    Volltext (An electronic book accessible through the World Wide Web; click for information)
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240812717
    Subjects: Computer games; Computer software; Electronic data processing
    Scope: Online-Ressource (xi, 228 p), ill
    Notes:

    Includes index

    Electronic reproduction; Mode of access: World Wide Web

    Front Cover; Distributed Game Development: Harnessing Global Talent to Create Winning Games; Copyright Page; Dedication; Contents; About the Author; Chapter 1: Preface and Overview; 1.1 Introduction; 1.2 How Is a Team Leader to Juggle All of This?; 1.3 Who Is This Book For?; 1.4 Preamble on Distributed Development; 1.4.1 Why Would I Use Distributed Development?; 1.4.2 So You Don't Like Outsourcing and Think It's a Bad Idea; 1.4.3 The Difference between Traditional Outsourcing and Distributed Development; 1.4.4 Who We Will Meet in Our Case Studies, and Why We Care about What They Have to Say

    Chapter 2: Overview of the Development Process2.1 The Basic Games Development Cycle; 2.2 Concept Discovery; 2.3 Pre-Production; 2.4 Full Production; 2.5 A Word on Demos; 2.5.1 How to Prepare Properly; 2.5.2 How to Use Distributed Development Teams to Alleviate Demo Problems; 2.5.3 When They're out of Control; 2.6 Alpha, Beta, Final; 2.6.1 Finaling; Interview with David Wiens, Project Manager at Disney Online; 2.7 Manufacturing and Distribution; 2.8 Launch Day; 2.9 Post Launch Support and Updates; 2.10 Summary; Interview with Rhett Bennatt, Art Director, Aspyr Games

    Chapter 3: Your World and Your Internal Team3.1 Types of Distributed Collaboration: How to Organize Your World; 3.1.1 Organization of Key Players: Developers, Publishers, Customers, and Retailers; 3.1.2 Traditional Distribution Model; 3.1.3 Digital Distribution Model; 3.2 Organization of Distributed Development Teams; 3.2.1 The Core Team; 3.2.2 What to Do with the Wii?; 3.2.3 Separate Multiplayer; 3.2.4 How Many People per Group?; 3.2.5 Subcontractors; 3.3 How to Pick Your Internal Reps; 3.3.1 Flexibility; 3.3.2 Diplomacy; 3.3.3 Travel; 3.3.4 Technical Skills; 3.3.5 Dedication

    3.4 Key Roles and How to Identify Good Candidates3.4.1 Producer; 3.4.2 Associate Producer; 3.4.3 Development Director; 3.4.4 Art Director; 3.4.5 Technical Director; 3.4.6 Senior Designer; 3.4.7 Integration Engineer and Build Master; 3.4.8 Technical Art God; 3.4.9 Audio Guru; 3.4.10 News Flash: A Team Is More Than the Sum of Its Parts; 3.5 Insourcing: It's Like Hiring Family Because Dad Told You to; 3.5.1 How to Use Insourcing Effectively; 3.6 Summary; Interview with Robyn Wallace, General Manager, Blue Castle Games; Chapter 4: External Partnerships; 4.1 Where to Find Candidates and Teams

    4.2 How to Know What You Need4.2.1 Partner Evaluation Matrix; 4.2.2 Warning Signs When Evaluating Teams; Interview with Luke Wasserman, Senior Producer, 2K Sports; 4.3 How Developers Can Find Partners and Publishers; 4.3.1 On Agents; 4.3.2 Why Developers Need to Self-Promote Early and Always; 4.3.3 Warning Signs for the New Developer; 4.4 How Developers Should Evaluate a Development Deal; 4.4.1 The Assignment; 4.4.2 Pay; 4.4.3 Royalties; 4.4.4 Delivery and Acceptance; 4.4.5 Intellectual Property Rights; 4.4.6 Credit; 4.4.7 Future Relationship; 4.4.8 Key Employees; 4.4.9 Use of Subcontractors

    4.4.10 Termination

    Defect management: Distributed Game Development ; Introduction ; i. Overview ; ii. Who is this document for? ; Preamble on Distributed Development ; i. Why would you have distributed development? ; ii. Who we will meet in our case studies, and why we care about what they have to say. ; Chapter 1: Organizing Your Teams ; i. Types of Distributed Collaboration: How to Know what you need ; ii. How to pick external collaborators ; a. INTERVIEW: Fay Griffith ; Head of outsourcing and external development, Electronic Arts. On How to Select Partners ; iii. How to pick an external team ; iv. Insourcing ; v. Roles & Responsibilities ; a. INTERVIEW: Sergio Rosas ; Studio Head CGBot, Monterrey Mexico. On Tailoring Creation Teams for Different Clients ; vi. Subcontractors ; vii. Quality Assurance ; viii. Localization ; ix. Infrastructure ; x. The contract and other legal issues ; xi. Failure Study: When the Organization phase went wrong. ; Chapter 2: Getting off on the right foot ; i. Defining project parameters ; 1. Scheduling Goals, Techniques, Milestones ; ii. Make sure you have a shared vision. ; a. INTERVIEW: Bill Byrne ; Freelance Motion Graphics Editor. Setting project tone through visuals. ; iii. Kickoff Meetings ; iv. Scheduling Types & Tactics ; 1. SCRUM/AGILE vs. WATERFALL ; a. INTERVIEW: Everett Lee ; Producer, Sony Entertainment.?How to lead great teams through more agile planning. ; v. Failure Study: When the schedule is wrong. ; vi. Failure Study: When your vision is clouded. ; Chapter 3: Maintaining the organism ; i. Establishing & Maintaining Trust ; a. INTERVIEW: Kyle Clark ; VP Production, ReelFX. Delivering content to spec for motion pictures & television. ; ii. Progress Checkpoints ; iii. Milestones ; iv. How to deal with product goal or design changes ; a. INTERVIEW: Rhett Bennatt ; Project Manager, Aspyre Entertainment. Nimble projects for maximum profits. ; v. Cross Pollination ; vi. Finaling and product submission ; vii. Planning for your next date ; viii. Failure Study: Feature Creep and the carnival of design changes. ; Chapter 4: Site Visits ; i. Site visits ; ii. Who to send & why ; iii. When to go? ; a. INTERVIEW: Michael Wyman ; Founder, Big Splash Entertainment. Distributed development for Casual Games. ; iv. Representing your company and the project while on site. ; v. Communication ; vi. Language barriers ; vii. Dealing with distractions ; viii. Cultural Differences ; a. INTERVIEW: Frank Klier ; Senior Technical Director, Microsoft. Coordinating technical solutions across cultural boundaries. ; ix. Regional Conditions ; x. Helpful Tools for staying in touch with home base ; xi. Failure Study: What happens when communication between home base and the field goes awry. ; Chapter 5: Common Situations ; i. Hot Potato Projects ; a. INTERVIEW: Mark Greenshields ; President, Firebrand Games. Delivering quality products on time. ; ii. Crisis Management ; iii. The constantly moving target ; iv. Bug Counts

  15. Grundkurs JAVA
    Von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: [2020]; © 2020
    Publisher:  Springer Vieweg, Wiesbaden

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    Language: German
    Media type: Ebook
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    ISBN: 9783658304942
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    RVK Categories: ST 250
    Edition: 11., aktualisierte und überarbeitete Auflage
    Subjects: Programming Languages, Compilers, Interpreters; Professional Computing; Programming Techniques; Programming languages (Electronic computers); Computer software; Computer programming; Java Standard Edition 9; Java Standard Edition 8; Java <Programmiersprache>
    Scope: 1 Online-Ressource (XII, 611 Seiten), Illustrationen
  16. Motion in Games
    Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings
    Published: 2010
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

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    Series: Lecture Notes in Computer Science ; 6459
    Subjects: Computer science; Computer software; Information systems; Artificial intelligence; Computer simulation; Computer vision
  17. Computers and Games
    7th International Conference, CG 2010, Kanazawa, Japan, September 24-26, 2010, Revised Selected Papers
    Published: 2011
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    Series: Lecture Notes in Computer Science ; 6515
    Subjects: Computer science; Computer Communication Networks; Computer software; Computational complexity; Artificial intelligence
  18. Computers and Games
    Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002. Revised Papers
    Published: 2003
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer-Verlag Berlin Heidelberg

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    Series: Lecture Notes in Computer Science ; 2883
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  19. Computers and Games
    Second International Conference, CG 2000 Hamamatsu, Japan, October 26–28, 2000 Revised Papers
    Published: 2001
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer-Verlag Berlin Heidelberg

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    Series: Lecture Notes in Computer Science ; 2063
    Subjects: Computer science; Data structures (Computer science); Computer software; Artificial intelligence; Information systems
  20. Constraint-Based Agents
    An Architecture for Constraint-Based Modeling and Local-Search-Based Reasoning for Planning and Scheduling in Open and Dynamic Worlds
    Published: 2001
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    Series: Lecture Notes in Computer Science ; 2062
    Subjects: Computer science; Computer Communication Networks; Computer files; Computer software; Artificial intelligence
  21. Computers and Games
    First International Conference, CG’98 Tsukuba, Japan, November 11–12, 1998 Proceedings
    Published: 1999
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer-Verlag Berlin Heidelberg

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    Series: Lecture Notes in Computer Science ; 1558
    Subjects: Computer science; Computer software; Artificial intelligence; Mathematical optimization; Management information systems
  22. Motion in Games
    4th International Conference, MIG 2011, Edinburgh, UK, November 13-15, 2011. Proceedings
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  23. Computers and Games
    8th International Conference, CG 2013, Yokohama, Japan, August 13-15, 2013, Revised Selected Papers
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  24. Computers and Games
    4th International Conference, CG 2004, Ramat-Gan, Israel, July 5-7, 2004. Revised Papers
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  25. Advances in Computer Games
    11th International Conference, ACG 2005, Taipei, Taiwan, September 6-8, 2005. Revised Papers
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