Đọc thêm Chiến_lược_thời_gian_thực

  • Chambers, C., Feng, W., Feng, W., and Saha, D. (2005). “Mitigating information exposure to cheaters in real-time strategy games”. Proceedings of the international Workshop on Network and Operating Systems Support for Digital Audio and Video (New York: ACM): 7–12. doi:10.1145/1065983.1065986
  • Claypool, Mark (ngày 15 tháng 9 năm 2005). “The effect of latency on user performance in Real-Time Strategy games”. Computer Networks (Computer Networks) 49 (1): 52–70. doi:10.1016/j.comnet.2005.04.008
  • Cheng, D., Thawonmas, R. (tháng 11 năm 2004). “Case-based plan recognition for real-time strategy games” (PDF). Proc. of the 5th Game-On International Conference: 36–40.  Chú thích sử dụng tham số |month= bị phản đối (trợ giúp)
  • Aha, D., Molineaux, M., Ponsen, M. (ngày 7 tháng 9 năm 2005). Muñoz-Ávila, HéCtor; Ricci, Francesco, biên tập. “Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game”. Case-Based Reasoning Research and Development (Springer Berlin / Heidelberg) 3620: 5–20. doi:10.1007/11536406
  • Chan, H.; Fern, A.; Ray, S.; Wilson, N.; and Ventura, C. (2007). “Online planning for resource production in real-time strategy games” (PDF). Proceedings of the International Conference on Automated Planning and Scheduling. 

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