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AIIDE
2008
13 years 7 months ago
Difficulty Scaling through Incongruity
In this paper we discuss our work on using the incongruity measure from psychological literature to scale the difficulty level of a game online to the capabilities of the human pl...
Giel van Lankveld, Pieter Spronck, Matthias Rauter...
AIIDE
2008
13 years 7 months ago
Otello: A Next-Generation Reputation System for Humans and NPCs
This paper introduces Online Alchemy's Otello technology as a way to enable reputational capabilities beyond any found in games or other online social contexts today. This te...
Michael Sellers
AIIDE
2008
13 years 7 months ago
Modeling the Dynamics of Non-Player Characters' Social Relations in Video Games
Building credible Non-Playing Characters (NPCs) in games requires not only to enhance the graphic animation but also the behavioral model. This paper tackles the problem of the dy...
Magalie Ochs, Nicolas Sabouret, Vincent Corruble
AIIDE
2008
13 years 7 months ago
Direction Maps for Cooperative Pathfinding
Cooperative behavior is a desired trait in many fields from computer games to robotics. Yet, achieving cooperative behavior is often difficult, as maintaining shared information a...
M. Renee Jansen, Nathan R. Sturtevant
AIIDE
2008
13 years 7 months ago
Learning to be a Bot: Reinforcement Learning in Shooter Games
This paper demonstrates the applicability of reinforcement learning for first person shooter bot artificial intelligence. Reinforcement learning is a machine learning technique wh...
Michelle McPartland, Marcus Gallagher