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Developing an agent-based training simulation using game and virtual reality software

Debbie Richards, John Porte
2009 Proceedings of the Sixth Australasian Conference on Interactive Entertainment - IE '09  
We describe the design and issues in the development of the Risk Management Module using UrealEd 3.0 game toolkit and the BOrder Security System using Vizard so that others with similar goals might be  ...  This paper reports our usage of game and virtual reality technology to build a risk training simulation inhabited by agents.  ...  Thanks to Jason Barles for his work with UT2004 as described in this paper. REFERENCES  ... 
doi:10.1145/1746050.1746059 fatcat:qo76abo3bnbkbeh467zc2ow7km

Fear Thy Neighbour: Socialisation and Isolation in Animal Crossing

Miguel Cesar
2021 Loading ..  
In the last three decades Japan has experienced a steady process of social disconnection, the vanishing of interpersonal links, and the decline of the making of new bonds.  ...  As an increasingly popular saying, Japan has been labelled as a "muen shakai", a relationless society.  ...  In a liquid economy were everything is abstract and hyperreal (lacking content but not form) (Baudrillard ,1981) the failure to cope with everyday life is a recurrent experience.  ... 
doi:10.7202/1075265ar fatcat:kdzvwwv5tradxp7lgu7tdgjska

Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (Dagstuhl Seminar 19511)

Jialin Liu, Tom Schaul, Pieter Spronck, Julian Togelius
2020 Dagstuhl Reports  
The Dagstuhl Seminar 19511 "Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI" seminar was aimed at getting a clear view on the unsolved problems in game AI, determining  ...  which problems remain outside the reach of the state-of-the-art, and coming up with novel approaches to game AI construction to deal with these unsolved problems.  ...  AI for Accessibility in Games  ... 
doi:10.4230/dagrep.9.12.67 dblp:journals/dagstuhl-reports/LiuSST19 fatcat:rekiuav4f5h67hdvzio2of526i

Mapping Persona and Games

Christopher Moore
2021 Persona Studies  
For those new to games studies, the most important primer is the recognition that, as a field of research, it is at its most revealing when in conversation with perspectives from other fields and domains  ...  Emerging from media studies, sociology, and a particular tradition of textual analysis in cinema and literature studies, games studies has since had a reputation for being the latest kid on the block.  ...  In a close reading of Alex Camilleri's game Memoir En Code: Reissue, Henderson reveals the difference in meaning-making between three' player positions' when viewed through the protagonist, protagonist-proxy  ... 
doi:10.21153/psj2020vol6no2art1038 fatcat:22drhmydqnbxbijvmzzeaxtc5e

Introducing Computer Games and Software Engineering [chapter]

Kendra Cooper, Walt Scacchi
2015 Chapman & Hall/CRC Innovations in Software Engineering and Software Development Series  
to quantify how the number of proxies and the number of game servers scale with the number of players (bots) for different message frequencies.  ...  The reuse approach is illustrated by creating a garbage collector NPC through the reuse of large portions of the AI designed for a squirrel NPC.  ... 
doi:10.1201/b18453-2 fatcat:iksixsnoxnhytcf2uxc6jrdh6q

Agents, games and HLA

M. Lees, B. Logan, G.K. Theodoropoulos
2006 Simulation modelling practice and theory  
Over the past decade, there has been a growing interest in utilising intelligent agents in computer games and virtual environments.  ...  In this paper, we address a central issue for HLA-based games, namely the development of HLA-compliant game agents.  ...  Acknowledgement We would like to thank Rob Minson for his comments on interest management in MMOGs.  ... 
doi:10.1016/j.simpat.2005.10.007 fatcat:csl3fmrxsrcx5c6d3764lrdyi4

On Computational Ecosystems in Media Arts

Rui Filipe Antunes
2016 Leonardo: Journal of the International Society for the Arts, Sciences and Technology  
A Computational Ecosystem is a system of agents designed to emulate, in the computer, biological systems where autonomous individuals are organized in a hierarchical food chain and interact by trading  ...  characters in virtual worlds.  ...  The CE is proposed as an AI technique for behavioural animation of NPCs. This is exemplified with a population of NPCs simulating conversational behaviour in the virtual world WisLM.  ... 
doi:10.1162/leon_a_01296 fatcat:pjlgq5nkdzgkdmdtypcqf26eme

All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda [article]

Lik-Hang Lee, Tristan Braud, Pengyuan Zhou, Lin Wang, Dianlei Xu, Zijun Lin, Abhishek Kumar, Carlos Bermejo, Pan Hui
2021 arXiv   pre-print
Since the popularisation of the Internet in the 1990s, the cyberspace has kept evolving.  ...  In terms of applications, the metaverse ecosystem allows human users to live and play within a self-sustaining, persistent, and shared realm.  ...  With the increasing requirements for realism in video games, AI is applied for NPCs to mimic the intelligent behaviour of players to meet players' expectations on entertainment with high quality.  ... 
arXiv:2110.05352v3 fatcat:pv4fxf5lfbc7vk3ogsyidwfloy

From Theory to Behaviour: Towards a General Model of Engagement [article]

Valerio Bonometti, Charles Ringer, Mathieu Ruiz, Alex Wade, Anders Drachen
2020 arXiv   pre-print
Finally we discuss our results in light of a theory-driven hypothesis and highlight potential application of our work in industry.  ...  In the present work we operationalize engagement mechanistically by linking it directly to human behaviour and show that the construct of engagement can be used for shaping and interpreting data-driven  ...  can evolve over time.  ... 
arXiv:2004.12644v1 fatcat:vabt5ukdaje7di5cp4uib4zxxm

General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms [article]

Diego Perez-Liebana, Jialin Liu, Ahmed Khalifa, Raluca D. Gaina, Julian Togelius, Simon M. Lucas
2019 arXiv   pre-print
In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods  ...  A future plan of framework improvements is also described.  ...  This work was partially supported by the EPSRC CDT in Intelligent Games and Game Intelligence (IGGI) EP/L015846/1, the Shenzhen Peacock Plan (Grant No.  ... 
arXiv:1802.10363v4 fatcat:jfypsvyzszg2jjxyqhjfansxdq

A Framework to Generate 3D Learning Experience [chapter]

Ugo Barchetti, Alberto Bucciero, Stefano Santo, Luca Mainetti
2010 New Achievements in Technology Education and Development  
In a 3D CVE, a 'hosting' 3D world is the necessary ingredient: within it users provided with graphical embodiments called avatars that convey their identity (presence, location, movement etc.), can meet  ...  and interact with other users, with agents or with virtual objects.  ...  Acknowledgment We would like to thank the HOC Laboratory of Politecnico di Milano, and in particular Prof.  ... 
doi:10.5772/9214 fatcat:vds6hnoyljfcvisiigtdlipz7q

Dynamic Difficulty Adjustment in 2D Platformers through Agent-Based Procedural Level Generation

Daniel Wheat, Martin Masek, Chiou Peng Lam, Philip Hingston
2015 2015 IEEE International Conference on Systems, Man, and Cybernetics  
Non-player Character (NPC) A character within a video game that is not player-controlled.  ...  The IEC used in this study involved an Interactive Genetic Algorithm with which game levels were evolved to suit human player skill levels.  ...  I understand that participation in the research project will involve: • Attendance to a game session • Participation in the trial of a videogame • Completion of an online questionnaire I understand that  ... 
doi:10.1109/smc.2015.485 dblp:conf/smc/WheatMLH15 fatcat:dffmfx2ge5cilfgusvotubqfda

Changing the Environment Based on Empowerment as Intrinsic Motivation

Christoph Salge, Cornelius Glackin, Daniel Polani
2014 Entropy  
We then utilize the measure to generate agent behaviour for different agent embodiments in a Minecraft-inspired three dimensional block world.  ...  We show how changes in embodiment and in the environment change the resulting behaviour of the agent and the artefacts left in the world.  ...  The views expressed in this paper are those of the authors and not necessarily those of the consortium. Conflicts of Interest The authors declare no conflict of interest.  ... 
doi:10.3390/e16052789 fatcat:74agankv5fd4ndd2uczurvgn44

Grapes and Pomegranate Value Chains [chapter]

Manasi Phadke, Bhushana Karandikar, Ashok Gulati
2022 India Studies in Business and Economics  
Further, production of fruit crops as a proportion of horticulture crops increased from 29.5% in 2001–02 to 31.5% in 2015–16.  ...  Horticulture production doubled from 191 million tonnes in 2006–07 to nearly 300 million tonnes in 2016–17. In fact, by 2015–16, production of horticulture crops was higher than that of food grains.  ...  Unit values (UVs henceforth) of grapes are used as a proxy for fob prices.  ... 
doi:10.1007/978-981-33-4268-2_5 fatcat:vl7ouutyffeo3cpupclxfgyh34

Some considerations on the design of a P2P infrastructure for massive simulations

Gennaro Cordasco, Rosario De Chiara, Ugo Erra, Vittorio Scarano
2009 2009 International Conference on Ultra Modern Telecommunications & Workshops  
In this paper we present some ideas on the implementation of a Massive Simulation Environments, a particular MMVE, distributed over a Peer-to-Peer infrastructure.  ...  In particular we discuss an hybrid Peer-to-Peer architecture in order to provide an efficient load balancing strategy.  ...  In an MMVE actors present in the environment may or not be simulated actors: in the first case they are usually dubbed NPC (Non-Playing Characters), in the latter case they are human players.  ... 
doi:10.1109/icumt.2009.5345386 dblp:conf/icumt/CordascoCES09 fatcat:ln3mxiva5vhc7ddxlimvm2v2mu
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