Game artificial intelligence

Results: 615



#Item
121Cognitive science / Memory / Neuropsychology / Cognition / Semantics / Artificial intelligence / Algorithms / Psycholinguistics / Spreading activation / Episodic memory / Autobiographical memory

Timing in Episodic Memory for Virtual Characters Cyril Brom, Ondřej Burkert, and Rudolf Kadlec Abstract—Recently several episodic memory models have been developed for virtual characters to increase their believabilit

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
122Game design / Academia / Leisure / Cognition / Formal sciences / Artificial intelligence / Video game development / Dynamic game difficulty balancing / Reinforcement learning / Learning / Neats and scruffies / Real-time strategy

Real-time challenge balance in an RTS game using rtNEAT Jacob Kaae Olesen, Georgios N. Yannakakis, Member, IEEE, and John Hallam that NEAT is capable of matching the challenge of the AI agent to the skill of a hard-coded

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:34
123Game artificial intelligence / Monte Carlo tree search / General game playing / A* search algorithm / Tree traversal / Super Mario / Artificial intelligence / Trie / Tree

Monte Mario: Platforming with MCTS Emil Juul Jacobsen Rasmus Greve Julian Togelius

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Source URL: julian.togelius.com

Language: English - Date: 2014-07-22 08:28:18
124Cognitive science / Cognition / Artificial intelligence / Academia / Multi-agent systems / Belief revision / Complex systems theory / Simulation / Intelligent agent / Reinforcement learning / Q-learning / Agent-based model

Social Learning Methods in Board Game Agents Vukosi N. Marivate, Student Member, Tshilidzi Marwala, Senior Member, IEEE this has on the overall performance of the different agents created. This paper focuses on improving

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:38
125Machine learning / Artificial intelligence / Game artificial intelligence / Applied mathematics / Computational neuroscience / Game theory / Cybernetics / Ant colony optimization algorithms / General game playing / Reinforcement learning / Computer Go / Q-learning

Learning and Knowledge Generation in General Games Shiven Sharma, Ziad Kobti, Scott Goodwin Abstract— General Game Playing (GGP) aims at developing game playing agents that are able to play a variety of games and in th

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Source URL: www.csse.uwa.edu.au

Language: English
126Windows games / Reinforcement learning / Q-learning / Civilization V / Civilization IV / Artificial intelligence / Machine learning / Civilization / Freeciv / Learning / AI War: Fleet Command

Using Reinforcement Learning for City Site Selection in the Turn-Based Strategy Game Civilization IV Stefan Wender, Ian Watson Abstract— This paper describes the design and implementation of a reinforcement learner bas

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:38
127Computational neuroscience / Cybernetics / Video game development / Artificial intelligence / Windows games / Dynamic game difficulty balancing / Action selection / Artificial neural network / Machine learning / Spring Engine

Rapid Adaptation of Video Game AI Sander Bakkes, Pieter Spronck, and Jaap van den Herik A. Entertainment and Game AI Abstract— Current approaches to adaptive game AI require either a high quality of utilised domain kno

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:40
128Mathematics / Heuristics / Cognition / Game artificial intelligence / Routing algorithms / Search algorithms / NP-complete problems / A* search algorithm / Applied mathematics / Admissible heuristic / Algorithm / 15 puzzle

Artificial Intelligence–123 Planning graph as the basis for deriving heuristics for plan synthesis by state space and CSP search ✩ XuanLong Nguyen 1 , Subbarao Kambhampati ∗ , Romeo S. Nigenda Depart

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Source URL: rakaposhi.eas.asu.edu

Language: English - Date: 2009-07-17 17:36:19
129Game design / Humancomputer interaction / Artificial intelligence / Gaming / Computational neuroscience / Software / Dynamic game difficulty balancing / Design / Software agent / Time management / Simulation / Adaptation

On-line Adapting Games using Agent Organizations Joost Westra, Hado van Hasselt, Virginia Dignum, Frank Dignum Abstract— Almost all computer games that are currently created use fixed scenarios or simple fixed rules to

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:39
130Gaming / Digital media / Nintendo / Game design / Georgios N. Yannakakis / Mario platform games / Video game genres / Gameplay / Mario / Artificial intelligence / Emotion / Platform game

Towards Player’s Affective and Behavioral Visual Cues as drives to Game Adaptation Stylianos Asteriadis1 , Noor Shaker2 , Kostas Karpouzis1 , Georgios N. Yannakakis2 1 2

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Source URL: noorshaker.com

Language: English - Date: 2012-10-26 10:49:10
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