References
- Jang Young Beom. (http://www.techleader.net)
- Lee Hyung-jun, 2003, in the history of computer game development Consideration - From a Consumption Perspective Perspective -. Kookmin University Graduate School of Techno Design, A master's degree p.10.
- Choi Yoo Chan, Understanding the computer games, cultural scientists, 2002. p.66.
- Moon Jae Young 2003, The effect of Mole and Addiction on Online Gaming and Immobility of User Satisfaction, Economics and Economics in Economics, Sungkyunkwan University.
- Lee Man Jae, Artificial Intelligence at the Games, Professor of Information and Communication at the University of Korea.
- J. Levine, C. B. Congdon, M. Ebner, G. Kendall, S. M. Lucas, R. Miikkulainen, T. Schaul, and T. Thompson, "General Video Game Playing," Dagstuhl Follow- Ups, vol. 6, pp. 77-83, 2013.
- Kim Hyun-Tae, Game analysis and using MCTS Video Games General Artificial Intelligence, 2014.
- Andre La Mothe, "tricks of the WINDOWS Game Programmin Gurus".
- belief/desire/intention architecture.