A fuzzy-rule-based driving architecture for non-player characters in a car racing game.
Enrique OnievaDavid A. PeltaVicente Milanés MonteroJoshué PérezPublished in: Soft Comput. (2011)
Keyphrases
- car racing
- computer games
- video games
- serious games
- game play
- real time
- management system
- game engine
- game playing
- game design
- educational games
- network architecture
- fuzzy model
- game theory
- virtual world
- virtual environment
- multi agent systems
- nash equilibrium
- architectural design
- layered architecture
- real time strategy games