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Procedural weapons generation for unreal tournament III

Daniele Gravina, Daniele Loiacono
2015 2015 IEEE Games Entertainment Media Conference (GEM)  
In particular, we introduce a novel approach to procedurally generate weapons for Unreal Tournament III, a popular commercial FPS.  ...  In this paper, we combine procedural content generation and evolutionary computation to solve this complex task.  ...  In this work, we combine procedural content generation (PCG) and evolutionary computation to generate weapons for Unreal Tournament III (UT3), a rather popular competitive first person shooter.  ... 
doi:10.1109/gem.2015.7377225 dblp:conf/gamesem/GravinaL15 fatcat:kqxtcgn6undsxn4d5hnuwre5ze

Applying data mining to extract design patterns from Unreal Tournament levels

Luca Galli, Pier Luca Lanzi, Daniele Loiacono
2014 2014 IEEE Conference on Computational Intelligence and Games  
We present a study on the application of data mining to extract design patterns from Unreal Tournament III levels used in the online gaming scene for Duel and Team Deathmatch games.  ...  ., whether they are navigation points, ammo pickups, weapon pickups, or powerup pickups).  ...  UNREAL TOURNAMENT III Unreal Tournament III (UT3) is a best-selling commercial first person shooter (FPS) based on the Unreal Engine, a game engine with impressive rendering, accurate game world physics  ... 
doi:10.1109/cig.2014.6932914 dblp:conf/cig/GalliLL14 fatcat:b4gv7qovurd77ksgkm5e5gxntq

Online evolution in Unreal Tournament 2004

Matthew Patrick
2010 Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games  
A new approach is presented for evolving game agents online using an Evolution Strategy.  ...  Steve Rabin for his advice regarding the applicability of machine learning to computer games. This paper also relies heavily on the Pogamut system for interfacing Java with Unreal Tournament 2004.  ...  As these objectives are common to the other game modes, the deathmatch mode is useful for general investigations into AI for Unreal Tournament.  ... 
doi:10.1109/itw.2010.5593348 dblp:conf/cig/Patrick10 fatcat:tvpi6f4op5e6bccaehjy2m36bq

A self-organizing multi-memory system for autonomous agents

Wenwen Wang, Budhitama Subagdja, Ah-Hwee Tan, Yuan-Sin Tan
2012 The 2012 International Joint Conference on Neural Networks (IJCNN)  
We present experimental studies, wherein the proposed system is tasked to learn the procedural and declarative knowledge for an autonomous agent playing in a first person game environment called Unreal  ...  Tournament.  ...  the Unreal Tournament (UT) game.  ... 
doi:10.1109/ijcnn.2012.6252429 dblp:conf/ijcnn/WangSTT12 fatcat:6x46xipqpvac7jepgukxdy3tsa

Self-organizing neural networks for behavior modeling in games

Shu Feng, Ah-Hwee Tan
2010 The 2010 International Joint Conference on Neural Networks (IJCNN)  
Behavior learning abilities of these two models are investigated by learning specific sample Bots in the Unreal Tournament game in a supervised manner.  ...  Specifically, two classes of self-organizing neural models, namely Self-Generating Neural Networks (SGNN) and Fusion Architecture for Learning and COgnition (FALCON) are used to learn non-player characters  ...  Fig. 3 . 3 Unreal Tournament 2004 game environment.  ... 
doi:10.1109/ijcnn.2010.5596471 dblp:conf/ijcnn/FengT10 fatcat:6ojteughi5a3li4ym2uqsxnkfi

Constrained surprise search for content generation

Daniele Gravina, Antonios Liapis, Georgios N. Yannakakis
2016 2016 IEEE Conference on Computational Intelligence and Games (CIG)  
This paper applies a divergent evolutionary search method based on surprise to the constrained problem of generating balanced and efficient sets of weapons for the Unreal Tournament III shooter game.  ...  In procedural content generation, it is often desirable to create artifacts which not only fulfill certain playability constraints but are also able to surprise the player with unexpected potential uses  ...  The weapons are used in the commercially successful Unreal Tournament III (Epic Games 2007) game (UT3).  ... 
doi:10.1109/cig.2016.7860408 dblp:conf/cig/GravinaLY16 fatcat:bfleof2sc5f2pb5if3ziq5vfni

ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning [article]

Michał Kempka, Marek Wydmuch, Grzegorz Runc, Jakub Toczek and Wojciech Jaśkowski
2016 arXiv   pre-print
In the experimental part, we test the environment by trying to learn bots for two scenarios: a basic move-and-shoot task and a more complex maze-navigation problem.  ...  Using convolutional deep neural networks with Q-learning and experience replay, for both scenarios, we were able to train competent bots, which exhibit human-like behaviors.  ...  Dawes [7] identified Unreal Tournament 2004 as a potential AI research test-bed. El Rhalib studied weapon selection in Quake III Arena [8] .  ... 
arXiv:1605.02097v2 fatcat:hsxn5ozjazasthaoe3bhaslwn4

Virtual museums for all: employing game technology for edutainment

George Lepouras, Costas Vassilakis
2004 Virtual Reality  
Museums have started to realise the potential of new technologies for the development of edutainment content and services for their visitors.  ...  In this paper, we propose the use of 3D game technologies for the purpose of developing affordable, easy to use and pleasing virtual environments.  ...  Acknowledgements: Many thanks to Fotis Karkanis and Dimitris Stavroulakis for their work in the development of the game version of the virtual museums.  ... 
doi:10.1007/s10055-004-0141-1 fatcat:dd3lktz2trgrldy3ruzr6wfpbe

Training Simulations for Crime Risk Assessment

Manolya Kavakli
2006 2006 7th International Conference on Information Technology Based Higher Education and Training  
RiskMan has been developed using a very-high level scripting language of a game engine, Unreal Tournament 2004.  ...  RiskMan uses socket connections to feed information between the Narrative Engine and Sim Master to Unreal Tournament Game Engine (UT2004)..  ...  to Unreal Tournament Game Engine (UT2004)  ... 
doi:10.1109/ithet.2006.339765 fatcat:izxzscuwtzcmjcauhibnkf65ry

Online game QoE evaluation using paired comparisons

Yu-Chun Chang, Kuan-Ta Chen, Chen-Chi Wu, Chien-Ju Ho, Chin-Laung Lei
2010 2010 IEEE International Workshop Technical Committee on Communications Quality and Reliability (CQR 2010)  
As a demonstration, we apply our methodology to evaluate three popular FPS (first-person-shooter) games, namely, Alien Arena (Alien), Halo, and Unreal Tournament (UT), and investigate their network robustness  ...  To satisfy players' gaming experience, there is a strong need for a technique that can measure a game's quality systematically, efficiently, and reliably.  ...  For example, Quax et al. evaluated the influence of small amounts of delay and jitters on Unreal Tournament 2003 [22] .  ... 
doi:10.1109/cqr.2010.5619923 fatcat:mwh7aggtyzhllbrxcbg5qeuhye

Immersive FPS games

Jean-Luc Lugrin, Marc Cavazza, Fred Charles, Marc Le Renard, Jonathan Freeman, Jane Lessiter
2013 Proceedings of the 2013 ACM international workshop on Immersive media experiences - ImmersiveMe '13  
Our results show an overwhelming subjective preference for the immersive version despite a decrease in performance attributed to a more realistic aiming mechanism.  ...  In this study we focus on FPS games using Unreal R Tournament 3.  ...  Other authors have used immersion in its more generic meaning, and have for instance related it to desktop displays [24] .  ... 
doi:10.1145/2512142.2512146 dblp:conf/mm/LugrinCCRFL13 fatcat:54ups3gvnbe5zhoj7jnpzorvwe

MirrorBot: Using human-inspired mirroring behavior to pass a turing test

Mihai Polceanu
2013 2013 IEEE Conference on Computational Inteligence in Games (CIG)  
In this paper, the author discusses a novel approach of using human-inspired mirroring behavior in MirrorBot, an Unreal Tournament 2004 game bot which crossed the humanness barrier and won the 2K BotPrize  ...  Believability of automated characters in virtual worlds has posed a challenge for many years.  ...  As the BotPrize competition is based on Unreal Tournament 2004 (UT2004), a first person shooter (FPS) game, the way players interface with the environment induces ingame behavioral differences between  ... 
doi:10.1109/cig.2013.6633618 dblp:conf/cig/Polceanu13 fatcat:ryky44ibczb2vdlvhqsxtl3wry

Playing With Data: Procedural Generation Of Adventures From Open Data

Gabriella A.B. Barros, Antonios Liapis, Julian Togelius
2017 Zenodo  
This paper applies a divergent evolutionary search method based on surprise to the constrained problem of generating balanced and efficient sets of weapons for the Unreal Tournament III shooter game.  ...  B/GT%I Procedural Personas as Critics for Dungeon Generation AKLDKMDN LMHPMN, CGEMNLDXXJE HDShUHEW, GJDEUMDN N.  ...  Abstract: This paper presents a constraint-based procedural content generation (PCG) framework used for the creation of novel and high-performing content.  ... 
doi:10.5281/zenodo.543655 fatcat:sr5h5xjcf5eqlhwj3xyqkwcawa

Evolving Artificial Neural Networks applied to generate virtual characters

Joan Marc Llargues Asensio, Juan Peralta Donate, Paulo Cortez
2014 2014 IEEE Conference on Computational Intelligence and Games  
The authors also want to thank Philip Hingston for providing the BotPrize competition testing environment.  ...  BotPrize environment is based in the video game "Unreal Tournament 2004" by Epic Games, a First-person shooter set in a fictional future with futuristic weapons.  ...  The testing game is called Unreal To urnament 2004.  ... 
doi:10.1109/cig.2014.6932862 dblp:conf/cig/AsensioDC14 fatcat:txyqx5oplrc3vhb3pdvtffhx5y

Rapid prototyping a virtual fire drill environment using computer game technology

Shamus P. Smith, David Trenholme
2009 Fire safety journal  
Please consult the full DRO policy for further details.  ...  The full-text may be used and/or reproduced, and given to third parties in any format or medium, without prior permission or charge, for personal research or study, educational, or not-for-profit purposes  ...  The authors are also grateful to the reviewers who provided valuable comments for the improvement of this paper. This work was funded in part by the Nuffield Foundation (grant URB/34118).  ... 
doi:10.1016/j.firesaf.2008.11.004 fatcat:vdstgfe5yrfl3ax2uxkw5avqhq
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