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We propose a visualization approach for analyzing players' action behaviors. The proposed approach consists of two visualization techniques: classical multidimensional scaling (CMDS) and KeyGraph. CMD...
The explosive growth of the number of applications based on networked virtual environment technology, both games and virtual communities, shows that these types of applications have become commonplace...
Networking for Computer Games     Networking  Computer Games       2009/9/3
Networking has become the main selling point for computer games: commercial games are expected to support multiplaying and the online game sites aim at supporting an ever increasing number of users. A...
Computerized interactive gaming requires automatic processing of large volume of random data produced by players on spot, such as shooting, football kicking, and boxing. This paper describes a support...
This paper presents the design, development, and test results of a tool for adjusting properties of emergent environment maps automatically according to a given scenario. Adjusting properties for a sc...
Bots for real-time strategy (RTS) games may be very challenging to implement. A bot controls a number of units that will have to navigate in a partially unknown environment, while at the same time avo...
Mobile games represent a killer application that is attracting millions of subscribers worldwide. One of the aspects crucial to the commercial success of a game is ensuring an appropriately challengin...
This paper uses a fractal model to analyze aesthetic values of a new class of obstacle-prone or “stealthy” pathfinding which seeks to avoid detection, exposure, openness, and so forth in videogames. T...
The design of appropriate moving target search (MTS) algorithms for computer-generated bots poses serious challenges as they have to satisfy stringent requirements that include computation and executi...
We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have impl...
In previous work, attention was restricted to tracking the net using a backward method that knows the target point beforehand (Bellmans's equation), this work tracks the state-space in a forward direc...
Although a number of terrain generation techniques have been proposed during the last few years, all of them have some key constraints. Modelling techniques depend highly upon designer's skills, time,...
Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simu...
There is an attention shift within the gaming industry toward more natural (long-term) behavior of nonplaying characters (NPCs). Multiagent system research offers a promising technology to implement c...
Artificial intelligence (AI) in computer games covers the behaviour and decision-making process of game-playing opponents (also known as nonplayer character or NPC). Current generations of computer an...

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