Table of Contents Author Guidelines Submit a Manuscript
International Journal of Computer Games Technology
Volume 2015, Article ID 839721, 6 pages
Research Article

Development of a Car Racing Simulator Game Using Artificial Intelligence Techniques

Software Systems Engineering Program, Faculty of Engineering and Applied Science, University of Regina, Regina, SK, Canada S4S 0A2

Received 29 June 2015; Revised 30 September 2015; Accepted 8 October 2015

Academic Editor: Manuel M. Oliveira

Copyright © 2015 Marvin T. Chan et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Linked References

  1. K. Salen and E. Zimmerman, Rules of Play: Game Design Fundamentals, vol. 1, MIT Press, 2004.
  2. Y. Liu, T. Alexandrova, and T. Nakajima, “Gamifying Intelligent Environments,”
  3. L. C. Wood and T. Reiners, “Gamification in logistics and supply chain education: extending active learning,” in Proceedings of the IADIS International Conference on Internet Technologies & Society (ITS '12), P. Kommers, T. Issa, and P. Isaias, Eds., pp. 101–108, IADIS Press, Perth, Australia, November 2012.
  4. M. Prensky, “Digital natives, digital immigrants part 1,” On the Horizon, vol. 9, no. 5, pp. 1–6, 2001. View at Publisher · View at Google Scholar
  5. G. K. Akilli, “Games and simulations: a new approach in education?” in Games and Simulations in Online Learning: Research and Development Frameworks, D. Gibson, C. Aldrich, and M. Prensky, Eds., pp. 1–3, Information Science Publishing, London, UK, 2007. View at Google Scholar
  6. A. L. Samuel, “Some studies in machine learning using the game of checkers. II—recent progress,” IBM Journal of Research and Development, vol. 11, no. 6, pp. 601–617, 1967. View at Publisher · View at Google Scholar
  7. D. A. Waterman, “Generalization learning techniques for automating the learning of heuristics,” Artificial Intelligence, vol. 1, no. 1-2, pp. 121–170, 1970. View at Publisher · View at Google Scholar · View at Scopus
  8. Counter-Strike: Source,
  9. J. DeNero and D. Klein, “Teaching Introductory Artificial Intelligence with Pac-Man,”
  10. A. Khoo and R. Zubek, “Applying inexpensive AI techniques to computer games,” IEEE Intelligent Systems, vol. 17, no. 4, pp. 48–53, 2002. View at Publisher · View at Google Scholar
  11. V. K. Tatai and R. R. Gudwin, “Using a semiotics-inspired tool for the control of intelligent opponents in computer games,” in Proceedings of the International Conference on Integration of Knowledge Intensive Multi-Agent Systems, pp. 647–652, IEEE, Boston, Mass, USA, September-October 2003. View at Publisher · View at Google Scholar
  12. Microsoft Developer Network,
  13. Unity—Game Engine,
  14. MonoDevelop,