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» Artificial Intelligence for Adaptive Computer Games
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CEC
2007
IEEE
15 years 4 months ago
Multi-population competitive co-evolution of car racing controllers
Abstract— Multi-population competitive co-evolution is explored as a way of developing controllers for a simple (but definitely not trivial) car racing game. The three main uses...
Julian Togelius, Peter Burrow, Simon M. Lucas
KI
2004
Springer
15 years 3 months ago
Adaptive Vision for Playing Table Soccer
Abstract. For real time object recognition and tracking often color-based methods are used. While these methods are very efficient, they usually dependent heavily on lighting cond...
Thilo Weigel, Dapeng Zhang 0002, Klaus Rechert, Be...
CHI
2009
ACM
15 years 10 months ago
Towards intelligent authoring tools for machinima creation
As user-created content increasingly becomes an ever more prominent element of modern game design, tools have been developed to aide in the creative process for several forms of d...
Brian O'Neill, Mark O. Riedl, Michael Nitsche
ACMACE
2009
ACM
15 years 1 months ago
Zuzen, a cloud-based framework for automated machinima generation
The Zuzen framework is an intelligent tool set for assisting in the generation of machinima. With Zuzen, users that are novice cinematographers do not need to use complex movie-ma...
Samuel Munilla, R. Michael Young
EUSAI
2004
Springer
15 years 3 months ago
Towards an Extensible Context Ontology for Ambient Intelligence
Abstract. To realise an Ambient Intelligence environment, it is paramount that applications can dispose of information about the context in which they operate, preferably in a very...
Davy Preuveneers, Jan Van den Bergh, Dennis Wagela...