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Bayesian Networks for Micromanagement Decision Imitation in the RTS Game Starcraft
[chapter]
2013
Lecture Notes in Computer Science
The results obtained proved that imitation through the implementation of bayesian networks can be achieved. ...
This research provides an approach that implements an imitation of the player's decisions as a mean for micromanagement combat in the RTS game Starcraft. ...
This can enable online learning in order to train a bayesian network on a full game rather than on a specific map. ...
doi:10.1007/978-3-642-37798-3_38
fatcat:wrmf7cdagvhsjfrbh7nfffxy3q
Bayesian Imitation of Human Behavior in Interactive Computer Games
2006
18th International Conference on Pattern Recognition (ICPR'06)
In this paper, we describe our work in the field of imitation learning; more specifically, we present a mature, Bayesian-based approach to the extraction of both the strategic behavior and movement patterns ...
Modern interactive computer games provide the ability to objectively record complex human behavior, offering a variety of interesting challenges to the pattern-recognition community. ...
[13] extended their framework using a Bayesian model of imitation in infants developed by Rao et al. [9] . ...
doi:10.1109/icpr.2006.317
dblp:conf/icpr/GormanTBH06
fatcat:v7xwuhrf4fhupgbl5xv3wgkrky
The Challenge of Believability in Video Games: Definitions, Agents Models and Imitation Learning
[article]
2010
arXiv
pre-print
In this paper, we address the problem of creating believable agents (virtual characters) in video games. ...
For high level of believability, learning and especially imitation learning seems to be the way to go. We make a quick overview of different approaches to make video games' agents learn from players. ...
Imitation Learning in Computer Sciences The main reason we chose imitation learning is that believability is quite linked with resembling to the demonstrator, in our case humans. ...
arXiv:1009.0451v1
fatcat:y6u5ijyphrf3rbff3iju3smhku
Believability Testing and Bayesian Imitation in Interactive Computer Games
[chapter]
2006
Lecture Notes in Computer Science
In imitation learning, agents are trained to carry out certain actions by examining a demonstration of the task at hand. ...
Though common in robotics, little work has been done in translating these concepts to computer games. ...
In this paper, we detail part of our work in this area; a Bayesian-based approach to the derivation and imitation of human strategic behaviour and motion patterns in commercial computer games. ...
doi:10.1007/11840541_54
fatcat:7vsudcqd5bbmdnlkqndb2wevnq
Rule fusion for the imitation of a human tutor
2010
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games
Its efficiency is examined in a game development context. ...
The ability of this imitation process to model humancontrolled behaviour is assessed upon experiments carried out on a flee-attack scenario for an RTS game. ...
ACKNOWLEDGMENTS The authors would like to thank Julien Erny for his significant contribution to the imitation algorithm implementation. ...
doi:10.1109/itw.2010.5593360
dblp:conf/cig/ScesaRSLD10
fatcat:m57fgkelqbcrbdtz4cszkwo5s4
Teaching Bayesian behaviours to video game characters
2004
Robotics and Autonomous Systems
We show how Bayesian programming can lead to condensed and easier formalisation of finite state machine-like behaviour selection, and lend itself to learning by imitation, in a fully transparent way for ...
This article explores an application of Bayesian programming to behaviours for synthetic video games characters. ...
Introduction Today's video games feature synthetic characters involved in complex interactions with human players. ...
doi:10.1016/j.robot.2004.03.012
fatcat:ij642txbjvh6hfdecnailwpygq
Status and Power Do Not Modulate Automatic Imitation of Intransitive Hand Movements
2016
PLoS ONE
Experiments 1 and 2 manipulated the social status of the observed person using an associative learning task. Experiment 3 manipulated social status via perceived competence at a simple computer game. ...
Additionally, Bayesian hypothesis testing indicated that the null hypothesis should be favoured over the experimental hypothesis in all five studies. ...
Manipulating competence in the letter-game task allowed us to encourage participants to compare their own status to that of the characters, by having the participants also take part in the game (thus always ...
doi:10.1371/journal.pone.0151835
pmid:27096167
pmcid:PMC4838218
fatcat:2ix3d3rhefag3la5uha6rethwm
Towards autonomous behavior learning of non-player characters in games
2016
Expert systems with applications
Non-Player-Characters (NPCs), as found in computer games, can be modelled as intelligent systems, which serve to improve the interactivity and playability of the games. ...
The DSL and MML strategies have been applied to creating autonomous non-player characters (NPCs) in a first person shooting game named Unreal Tournament. ...
Introduction Intelligent non-player characters (NPCs) in computer games can potentially make the games more challenging and enjoyable. ...
doi:10.1016/j.eswa.2016.02.043
fatcat:vfsatkxgdfcv7is3gb4kgatydm
Self-organizing neural networks for behavior modeling in games
2010
The 2010 International Joint Conference on Neural Networks (IJCNN)
This paper proposes self-organizing neural networks for modeling behavior of non-player characters (NPC) in first person shooting games. ...
Behavior learning abilities of these two models are investigated by learning specific sample Bots in the Unreal Tournament game in a supervised manner. ...
[6] use the Bayesian method to imitate the behaviors and movement of NPC in a first person shooting game. However, the knowledge is associated with the specific environment learned. ...
doi:10.1109/ijcnn.2010.5596471
dblp:conf/ijcnn/FengT10
fatcat:6ojteughi5a3li4ym2uqsxnkfi
Imitating human playing styles in Super Mario Bros
2013
Entertainment Computing
A version of the classic platform game "Super Mario Bros" is used as the testbed game in this study but the methods are applicable to other games that are based on character movement in space. ...
We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels ...
[15, 16] who train controllers to play a first-person shooter game using Bayesian methods (a form of direct imitation). ...
doi:10.1016/j.entcom.2012.10.001
fatcat:lwe7wacuxfdthdfxxaoev5fiui
A pattern classification approach to evaluation function learning
1988
Artificial Intelligence
Unlike other approaches to game-playing where ad-hoc mediods are used to generate the evaluation function, our approach is a disciplined one based on Bayesian Learning. ...
We implemented this algorithm using the game of Othello and it resulted in dramatic improvements over a linear evaluation function that has performed at world-championship level. ...
Applicability to Other Domains Bayesian Learning has already been applied to speech, vision, character recognition, and many other domains. ...
doi:10.1016/0004-3702(88)90076-8
fatcat:udhkz2gtdfgovb2nnarw7334l4
Robota: Clever toy and educational tool
2003
Robotics and Autonomous Systems
These skills include the capacity to imitate, to learn from demonstration, to interpret gestures and to recognize speech. ...
The goal of each project is to create an educational and entertaining game for normal and disabled children. ...
The Pioneer robots have been used in a class on Kalman filters and Bayesian learning (Horswill at Northwestern University [11] ). The Robota class was created in the same spirit as those classes. ...
doi:10.1016/s0921-8890(02)00380-9
fatcat:sfag5gfwjvduxom44rcswubhsu
Imitative learning for real-time strategy games
2012
2012 IEEE Conference on Computational Intelligence and Games (CIG)
In this paper, we attempt to break the barrier between video game AI and machine learning and propose a generic method allowing real-time strategy (RTS) agents to learn production strategies from a set ...
of recorded games using supervised learning. ...
The problem of human-like agent behavior has been tackled in first-person shooter (FPS) games, most notably the popular and now open-source game Quake II, using imitative learning. ...
doi:10.1109/cig.2012.6374186
dblp:conf/cig/GemineSFE12
fatcat:rsp5rqtra5c4ferknecmkgchl4
From motion capture to action capture
2006
Proceedings of the ACM symposium on Virtual reality software and technology - VRST '06
In this approach, virtual characters learn to imitate the actions of Virtual Reality (VR) users by tracking not only the users' movements but also their interactions with scene objects. ...
The idea of action capture is inspired by human imitation learning; related methods have been investigated for a longer time in robotics. ...
Another way to conceptualize action capture is as a learning method for behavior-based virtual characters that empowers virtual characters to learn novel complex behaviors from basic behaviors by imitating ...
doi:10.1145/1180495.1180526
dblp:conf/vrst/JungAHW06
fatcat:y2dgpq4kkbgmnajve3sn7jbfdy
Contribution of Artificial Intelligence and Virtual Worlds towards development of Super Intelligent AI Agents
2020
International Journal of Engineering and Advanced Technology
However, in the last many years, tremendous popularity has been received by the interactive computer games involving multi-user virtual environment which has been the prime attraction for millions of users ...
Artificial Intelligence (AI) has always been a goal as well as a challenge in the scientific field with a whole new world being accessible to people by accomplishing various achievements in the past decades ...
By investigation of gathered information and Bayesian learning, Drivatars are attempting to imitate genuine client's driving method. ...
doi:10.35940/ijeat.e9923.069520
fatcat:u3y2yl56pzfqlnjiupavoepqzi
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