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1. GAME-ON 2000: London, UK
- Quasim H. Mehdi, Norman E. Gough:

1st International Conference on Intelligent Games and Simulation (GAME-ON 2000), 11-12 November 2000, London, UK. ? 2000
Keynote
- Roger Smith:

The Double Helix: Simulation and Gaming. GAME-ON 2000
Game Graphics Methodologies
- Quasim H. Mehdi, Zhigang Wen, Norman E. Gough, Michael J. Allen:

Efficient Skinning Effect for Game Character Animation using DirectX Vertex Blending. GAME-ON 2000: 5- - Stefan Brabec, Hans-Peter Seidel:

Extended Light Maps. GAME-ON 2000: 10-
Game Tools
- Marc Cavazza:

Natural Language Processing Strategies for Computer Games. GAME-ON 2000: 17- - Yoshihiro Okada, Eisuke Itoh, Sachio Hirokawa:

IntelligentBox: Its Aspects as a Rapid Construction System for Interactive 3D Games. GAME-ON 2000: 22-
Game AI
- Quasim H. Mehdi, Hussam Suliman, E. Asloglou, Norman E. Gough, Michael J. Allen:

Artificial Neural Networks in Future Computer Games. GAME-ON 2000: 29- - Ian Wright, James A. R. Marshall:

Egocentric AI Processing for Computer Entertainment: A Real-Time Process Manager for Games. GAME-ON 2000: 34- - Ian Wright, James A. R. Marshall:

RC++ A Rule Based Language for Game AI. GAME-ON 2000: 42-
Game Agents
- Marc Cavazza, Steven J. Mead, Alexander I. Strachan, Alex Whittaker:

A Real-Time Blackboard System for Interpreting Agent Messages. GAME-ON 2000: 49- - V. Rao Vemuri, Joseph Miranda:

Software Agents for Computer Games. GAME-ON 2000: 56- - Norman E. Gough, Hussam Suliman, Quasim H. Mehdi:

Fuzzy State Machine Modelling of Agents and their Environments for Games. GAME-ON 2000: 61-
Agent Behaviour
- Nick Hawes:

Real Time Goal Orientated Behaviour for Computer Game Agents. GAME-ON 2000: 71- - Zhigang Wen, Quasim H. Mehdi, Norman E. Gough, Hussam Suliman:

Creating Animated Behavioural Character Based on Environmental Effects. GAME-ON 2000: 76- - Matthias Scheutz, Aaron Sloman, Brian Logan:

Emotional States and Realistic Agent Behaviour. GAME-ON 2000: 81- - Tim Taylor:

Artificial Life Techniques for Generating Controllers for Physically Modelled Characters. GAME-ON 2000: 89-

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