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» Applying Inexpensive AI Techniques to Computer Games
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FPLAY
2008
14 years 11 months ago
Crafting game-models using reactive system design
This paper presents a game-model of a gym training system, where the behavior of the system is specified using languages developed originally for reactive system design, which dri...
David Harel, Itai Segall, Hillel Kugler, Yaki Sett...
ACG
2009
Springer
15 years 4 months ago
Solving Kriegspiel Endings with Brute Force: The Case of KR vs. K
Retrograde analysis is a tool for reconstructing a game tree starting from its leaves; with these techniques one can solve specific subsets of a complex game, achieving optimal pl...
Paolo Ciancarini, Gian Piero Favini
GECCO
2009
Springer
305views Optimization» more  GECCO 2009»
15 years 4 months ago
Evolving competitive car controllers for racing games with neuroevolution
Modern computer games are at the same time an attractive application domain and an interesting testbed for the evolutionary computation techniques. In this paper we apply NeuroEvo...
Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi
FORMATS
2009
Springer
15 years 1 months ago
Stochastic Games for Verification of Probabilistic Timed Automata
Probabilistic timed automata (PTAs) are used for formal modelling and verification of systems with probabilistic, nondeterministic and real-time behaviour. For non-probabilistic ti...
Marta Z. Kwiatkowska, Gethin Norman, David Parker
MIDDLEWARE
2007
Springer
15 years 3 months ago
Vector-Field Consistency for Ad-Hoc Gaming
Abstract. Developing distributed multiplayer games for ad-hoc networks is challenging. Consistency of the replicated shared state is hard to ensure at a low cost. Current consisten...
Nuno Santos, Luís Veiga, Paulo Ferreira