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» An Architecture for Game Behavior AI: Behavior Multi-Queues
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AAI
1998
101views more  AAI 1998»
13 years 5 months ago
Layered Approach to Learning Client Behaviors in the Robocup Soccer Server
In the past few years, Multiagent Systems (MAS) has emerged as an active subfield of Artificial Intelligence (AI). Because of the inherent complexity of MAS, there is much inter...
Peter Stone, Manuela M. Veloso
AIIDE
2009
13 years 6 months ago
Constructing Game Agents from Video of Human Behavior
Developing computer game agents is often a lengthy and expensive undertaking. Detailed domain knowledge and decision-making procedures must be encoded into the agent to achieve re...
Nan Li, David J. Stracuzzi, Gary Cleveland, Tolga ...
AAAI
2006
13 years 6 months ago
ScriptEase - Motivational Behaviors for Interactive Characters in Computer Role-Playing Games
ScriptEase is a tool that allows authors with no programming experience to create interactive stories for computer role-playing games. Instead of writing scripting code manually, ...
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer,...
AI
2004
Springer
13 years 10 months ago
On Customizing Evolutionary Learning of Agent Behavior
The fitness function of an evolutionary algorithm is one of the few possible spots where application knowledge can be made available to the algorithm. But the representation and u...
Jörg Denzinger, Alvin Schur
AIIDE
2008
13 years 7 months ago
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
Behavior authoring for computer games involves writing behaviors in a programming language and then iteratively refining them by detecting issues with them. The main bottlenecks a...
Suhas Virmani, Yatin Kanetkar, Manish Mehta, Santi...