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» Learning Character Behaviors Using Agent Modeling in Games
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ATAL
2008
Springer
15 years 5 months ago
GS3 and Tartanian: game theory-based heads-up limit and no-limit Texas Hold'em poker-playing programs
We demonstrate two game theory-based programs for headsup limit and no-limit Texas Hold'em poker. The first player, GS3, is designed for playing limit Texas Hold'em, in ...
Andrew Gilpin, Tuomas Sandholm, Troels Bjerre S&os...
ROBOCUP
2004
Springer
106views Robotics» more  ROBOCUP 2004»
15 years 9 months ago
Predicting Opponent Actions by Observation
In competitive domains, the knowledge about the opponent can give players a clear advantage. This idea lead us in the past to propose an approach to acquire models of opponents, ba...
Agapito Ledezma, Ricardo Aler, Araceli Sanch&iacut...
MLMI
2005
Springer
15 years 9 months ago
Multimodal Authoring Tool for Populating a Database of Emotional Reactive Animations
Abstract. We aim to create a model of emotional reactive virtual humans. This model will help to define realistic behavior for virtual characters based on emotions and events in t...
Alejandra García-Rojas, Mario Gutiér...
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ICAT
2006
IEEE
15 years 9 months ago
An Animation System for Imitation of Object Grasping in Virtual Reality
Interactive virtual characters are nowadays commonplace in games, animations, and Virtual Reality (VR) applications. However, relatively few work has so far considered the animatio...
Matthias Weber, Guido Heumer, Heni Ben Amor, Bernh...
AAAI
2008
15 years 6 months ago
The PELA Architecture: Integrating Planning and Learning to Improve Execution
Building architectures for autonomous rational behavior requires the integration of several AI components, such as planning, learning and execution monitoring. In most cases, the ...
Sergio Jiménez, Fernando Fernández, ...