In this paper we aim at automatically adjusting the difficulty of computer games by clustering players into different types and supervised prediction of the type from short traces ...
Modeling the behavior of Non-Player Characters (NPCs) so that they can act properly in an artificial world is a difficult, yet essential task in the development of modern computer...
Abstract. Virtual characters in games operate in a social context involving other characters and human players. If such socially situated virtual characters are to be considered be...
Michal P. Sindlar, Mehdi Dastani, Frank Dignum, Jo...
We propose a novel approach to intelligent tutoring gaming simulations designed for both educational and inquiry purposes in complex multi-actor systems such as infrastructures or...
Simultaneous teleoperation of mobile, social robots presents unique challenges, combining the real-time demands of conversation with the prioritized scheduling of navigational tas...
Dylan F. Glas, Takayuki Kanda, Hiroshi Ishiguro, N...