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» Evolving Reactive NPCs for the Real-Time Simulation Game
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CIG
2005
IEEE
13 years 10 months ago
Building Reactive Characters for Dynamic Gaming Environments
Interactive computer games are widely seen as a killer application domain for Artificial Intelligence (AI) [8]. Quite apart from the significant size of the games market in terms...
Peter Blackburn, Barry O'Sullivan
AAAI
2006
13 years 6 months ago
Real-Time Evolution of Neural Networks in the NERO Video Game
A major goal for AI is to allow users to interact with agents that learn in real time, making new kinds of interactive simulations, training applications, and digital entertainmen...
Kenneth O. Stanley, Bobby D. Bryant, Igor Karpov, ...
ICCBR
2005
Springer
13 years 10 months ago
Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game
While several researchers have applied case-based reasoning techniques to games, only Ponsen and Spronck (2004) have addressed the challenging problem of learning to win real-time ...
David W. Aha, Matthew Molineaux, Marc J. V. Ponsen
SAC
2004
ACM
13 years 10 months ago
Combining analysis and synthesis in a model of a biological cell
for ideas, and then abstract away from these ideas to produce algorithmic processes that can create problem solutions in a bottom-up manner. We have previously described a top-dow...
Ken Webb, Tony White