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A cheating detection framework for Unreal Tournament III: A machine learning approach

Luca Galli, Daniele Loiacono, Luigi Cardamone, Pier Luca Lanzi
2011 2011 IEEE Conference on Computational Intelligence and Games (CIG'11)  
In this work we introduce a novel framework to automatically detect cheating behaviors in Unreal Tournament III by exploiting supervised learning techniques.  ...  Our framework consists of three main components: (i) an extended game-server responsible for collecting the game data; (ii) a processing backend in charge of preprocessing data and detecting the cheating  ...  In this work we introduced a framework to automatically detect cheating behaviors in Unreal Tournament III by exploiting supervised learning techniques.  ... 
doi:10.1109/cig.2011.6032016 dblp:conf/cig/GalliLCL11 fatcat:tao6nek3mfhyhcrilakrpgd5uq

ViZDoom Competitions: Playing Doom from Pixels [article]

Marek Wydmuch, Michał Kempka, Wojciech Jaśkowski
2018 arXiv   pre-print
The paper also revisits the ViZDoom environment, which is a flexible, easy to use, and efficient 3D platform for research for vision-based reinforcement learning, based on a well-recognized first-person  ...  These aspects, together with the competitive multi-agent aspect of the game, make the competition a unique platform for evaluating the state of the art reinforcement learning algorithms.  ...  The paper also revisited ViZDoom (version 1.1.5), a Doombased platform for research in vision-based RL that was used for the competitions.  ... 
arXiv:1809.03470v1 fatcat:swaa4qym4fagllaoxs3lows6fi

Contribution of Artificial Intelligence and Virtual Worlds towards development of Super Intelligent AI Agents

2020 International Journal of Engineering and Advanced Technology  
It follows a unique approach to give an unbiased view on the various problems and the relation between them.  ...  worlds have always been a magnificent platform for research on the challenging problems faced in the domain of Artificial Intelligence  ...  One of the early papers in the field explored Bayesian programming for learning of gaming agent practices in the Unreal Tournament.  ... 
doi:10.35940/ijeat.e9923.069520 fatcat:u3y2yl56pzfqlnjiupavoepqzi

The Playing Session: Enhanced Playability for Mobile Gamers in Massive Metaverses

S. Cacciaguerra, G. D'Angelo
2008 International Journal of Computer Games Technology  
According to this approach, it will be possible to enhance the overall playability of Internet games without requiring any modification to the existing communication infrastructure.  ...  In case of network failures, a mimicking mechanism is in charge of playing, until the communication channel is restored.  ...  [9] have studied the effects of the packet loss and latency on user performance in "Unreal Tournament, 2003."  ... 
doi:10.1155/2008/642314 fatcat:tblllld6pzhuff3udfi4n6bm7m

A Bayesian model for opening prediction in RTS games with application to StarCraft

Gabriel Synnaeve, Pierre Bessiere
2011 2011 IEEE Conference on Computational Intelligence and Games (CIG'11)  
Uses of such a model range from a commentary assistant (for competitive games) to a core component of a dynamic RTS bot/AI, as it will be part of our StarCraft AI competition entry bot.  ...  The parameters of this model are learned from replays (game logs), labeled with openings.  ...  For its use in cognitive modeling, see [18] . For its first use in video games (first person shooter gameplay, Unreal Tournament), see [19] . III. METHODOLOGY A.  ... 
doi:10.1109/cig.2011.6032018 dblp:conf/cig/SynnaeveB11a fatcat:ca6qp3aryfbmhiddo4jr7gmhmu

Towards heterogeneous robot teams for disaster mitigation: Results and performance metrics from RoboCup rescue

Stephen Balakirsky, Stefano Carpin, Alexander Kleiner, Michael Lewis, Arnoud Visser, Jijun Wang, Vittorio Amos Ziparo
2007 Journal of Field Robotics  
Urban Search And Rescue is a growing area of robotic research.  ...  This allows readers to compare and contrast these effective approaches.  ...  A part of the research reported here is performed in the context of the Interactive Collaborative Information Systems (ICIS) project, supported by the Dutch Ministry of Economic Affairs, grant nr: BSIK03024  ... 
doi:10.1002/rob.20212 fatcat:c7wrqkdopbeghfqsa3igj3fdfy

A Panorama of Artificial and Computational Intelligence in Games

Georgios N. Yannakakis, Julian Togelius
2015 IEEE Transactions on Computational Intelligence and AI in Games  
We identify ten main research areas within this field: NPC behavior learning, search and planning, player modeling, games as AI benchmarks, procedural content generation, computational narrative, believable  ...  In addition, for each of these areas we consider how it could inform or interact with each of the other areas; in those cases where we find that meaningful interaction either exists or is possible, we  ...  Eladhari for discussions, and to the anonymous reviewers for their insightful comments which helped us make this paper better.  ... 
doi:10.1109/tciaig.2014.2339221 fatcat:vyni6ub7rbakpi53zlojuhpzym

Robot Controllers for Highly Dynamic Environments with Real-time Constraints

Alexander Ferrein
2010 Künstliche Intelligenz  
Here the authors made use of HTN techniques to implement strategies for game bots in the UNREAL TOURNAMENT framework.  ...  Waveren describes the development of the Quake III Arena Bot. Quake III Arena is a fairly successful commercial game and like UNREAL TOURNAMENT 2004 it is purely based on multi-player gaming.  ... 
doi:10.1007/s13218-010-0041-3 fatcat:ltrvy7pynjbs7joc5exp2khgii

Deep Reinforcement Learning [article]

Yuxi Li
2018 arXiv   pre-print
We start with background of artificial intelligence, machine learning, deep learning, and reinforcement learning (RL), with resources.  ...  We discuss deep reinforcement learning in an overview style. We draw a big picture, filled with details.  ...  The authors present an implementation with centralized training for decentralized execution, as discussed below. The authors experiment with grid world coordination, a partially observable game,  ... 
arXiv:1810.06339v1 fatcat:kp7atz5pdbeqta352e6b3nmuhy

A posture sequence learning system for an anthropomorphic robotic hand

Antonio Chella, Haris Džindo, Ignazio Infantino, Irene Macaluso
2004 Robotics and Autonomous Systems  
Work in that area tackles the development of robust algorithms for motor control, motor learning, gesture recognition and visuo-motor integration.  ...  While the field existed for more than twenty years, recent developments, taking inspiration in biological mechanisms of imitation, have brought a new perspective, which this workshop aims at assessing.  ...  Acknowledgments Support for all authors was provided by ATR Computational Neuroscience Laboratories, Department of Humanoid Robotics and Computational Neuroscience, and the Communications Research Laboratory  ... 
doi:10.1016/j.robot.2004.03.008 fatcat:fefnr5l7gnhnhaca5nw52f3kru

The 2009 Simulated Car Racing Championship

Daniele Loiacono, Pier Luca Lanzi, Julian Togelius, Enrique Onieva, David A Pelta, Martin V Butz, Thies D Lönneker, Luigi Cardamone, Diego Perez, Yago Sáez, Mike Preuss, Jan Quadflieg
2010 IEEE Transactions on Computational Intelligence and AI in Games  
Finally, we summarize the championship results, followed by a discussion about what the organizers learned about 1) the development of high-performing car racing controllers and 2) the organization of  ...  First, we describe the competition regulations and the software framework.  ...  Then, we describe the software framework developed for the competition in Section III, while in Section IV, we describe the competition rules.  ... 
doi:10.1109/tciaig.2010.2050590 fatcat:uqxuu55u6zgy7ne5cabbhrjeiy

A Survey of Planning and Learning in Games

Fernando Fradique Duarte, Nuno Lau, Artur Pereira, Luis Paulo Reis
2020 Applied Sciences  
In general, games pose interesting and complex problems for the implementation of intelligent agents and are a popular domain in the study of artificial intelligence.  ...  Although representing distinct approaches, planning and learning try to solve similar problems and share some similarities. They can even complement each other.  ...  of CERA-controlled agents in the game Unreal Tournament 3 [277] ).  ... 
doi:10.3390/app10134529 fatcat:wc27eo2wmvd6lclar7yteyj6cm

Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game

Wei Shi, Jean-Pierre Corriveau, Jacob Agar
2014 International Journal of Computer Games Technology  
Consequently, we implemented such a game to act as a test harness we used to collect a large amount of data from playing sessions involving a large number of experienced players.  ...  In today's gaming world, a player expects the same play experience whether playing on a local network or online with many geographically distant players on congested networks.  ...  We observe that traditional 3D first-person shooter games, such as Unreal Tournament, Quake III, and Counter-Strike, employ mostly 2-dimensional player motion (aside from jumping).  ... 
doi:10.1155/2014/138596 fatcat:e3utvttvdjf6hjkazqmsomxooq

Players unleashed!: modding The Sims and the culture of gaming

2012 ChoiceReviews  
machines for transmission and reception.  ...  The modding scene of The Sims is considered to be very different from those of other heavily modded titles, such as the famous first-person shooter Half-Life and the fighting game Unreal Tournament (Epic  ... 
doi:10.5860/choice.49-2721 fatcat:w3nt7iichvdirfcrqnmvlwqpni

Using prototypes in early pervasive game development

Elina M. I. Ollila, Riku Suomela, Jussi Holopainen
2008 Computers in Entertainment  
The main goals of this thesis are to understand in a more profound way how to design games and based on that understanding develop frameworks and methods for aiding game design.  ...  People in all known cultures play games and today digital gaming is an important leisure activity for hundreds of millions of people.  ...  Because a player cheats only by breaking the rules, to expose cheating the other players must detect the faulty behavior.  ... 
doi:10.1145/1371216.1371220 fatcat:s2dubne72nbe5dl7u3ozedp7ea
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