搜索结果: 106-120 共查到“游戏”相关记录292条 . 查询时间(0.346 秒)
Visualization of Online-Game Players Based on Their Action Behaviors
Visualization Online-Game Players Action Behaviors
2009/9/3
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...
ALVIC versus the Internet: Redesigning a Networked Virtual Environment Architecture
ALVIC Internet Networked Virtual Environment Architecture
2009/9/3
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 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 via Supporting Vector Machines
Computerized Interactive Gaming Vector Machines
2009/9/3
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...
Fine-Tuning Parameters for Emergent Environments in Games Using Artificial Intelligence
Fine-Tuning Parameters Emergent Environments Games Artificial Intelligence
2009/9/3
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...
A Multiagent Potential Field-Based Bot for Real-Time Strategy Games
Multiagent Potential Field-Based Bot Real-Time Strategy Games
2009/9/3
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...
Enhancing Artificial Intelligence on a Real Mobile Game
Enhancing Artificial Intelligence Real Mobile Game
2009/9/3
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...
Fractal Analysis of Stealthy Pathfinding Aesthetics
Fractal Analysis Stealthy Pathfinding Aesthetics
2009/9/3
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...
Performance Simulations of Moving Target Search Algorithms
Performance Simulations Moving Target Search Algorithms
2009/9/3
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...
Combining AI Methods for Learning Bots in a Real-Time Strategy Game
Combining AI Methods Learning Bots Real-Time Strategy Game
2009/9/3
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...
A Shortest-Path Lyapunov Approach for Forward Decision Processes
Shortest-Path Lyapunov Approach Forward Decision Processes
2009/9/3
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...
Breeding Terrains with Genetic Terrain Programming: The Evolution of Terrain Generators
Breeding Terrains Genetic Terrain Programming Terrain Generators
2009/9/3
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,...
SIDH: A Game-Based Architecture for a Training Simulator
SIDH Game-Based Architecture Training Simulator
2009/9/3
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...
Games and Agents: Designing Intelligent Gameplay
Games Agents Designing Intelligent Gameplay
2009/9/3
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...