Artificial Intelligence For Games
Mostrando 1-7 de 7 artigos, teses e dissertações.
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1. Synthetic actors in serious games: an Organizational Psychology based approach / Atores sintéticos em jogos sérios: uma abordagem baseada em Psicologia Organizacional
Modeling Synthetic actors (SA) is currently one of the research areas within Artificial Intelligence. These actors are a specific kind of intelligent agents are able to perceive the environment and act on it on the basis of their reasoning capabilities and their personality (which dictates a particular way of interacting with the environment surrounding them
Publicado em: 2009
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2. Uma ferramenta para o ensino de inteligência artificial usando jogos de computador / A Tool for Artificial Intelligence Teaching Using Computer Games
A queda do interesse por parte de novos universitários, para cursos de ciência da computação em várias universidades do mundo [55, 68], é um sinal para começarmos a pensar se um dos motivos dessa queda tem relação com a forma pela qual o ensino de computação está sendo conduzido. Nessa linha, perguntamos se existem maneiras de tornar o ensino de
Publicado em: 2008
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3. AN ARTIFICIAL INTELLIGENCE MIDDLEWARE FOR DIGITAL GAMES / UM MIDDLEWARE DE INTELIGÊNCIA ARTIFICIAL PARA JOGOS DIGITAIS
A aplicação de inteligência artificial (IA) em jogos digitais atualmente se encontra sob uma constante necessidade de melhorias, na tentaiva de atender as crescentes demandas dos jogadores por realismo e credibilidade no comportamento dos personagens do universo do jogo. De modo a facilitar o atendimento destas demandas, técnicas e metodologias de engenh
Publicado em: 2005
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4. GROUP BEHAVIOR FOR BLACK&WHITE CHARACTERS / COMPORTAMENTO EM GRUPO DE PERSONAGENS DO TIPO BLACK&WHITE
Recently the game industry has been demonstrating much interest in the development of games that use more powerful Artificial Intelligence (AI) techniques. In this way, many games have been developed with more realistic graphics and character behavior. The game Black&White (B&W), developed by Lionhead Studios, is considered an important example of the use of
Publicado em: 2004
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5. HIERARCHICAL STATE MACHINES IN ELECTRONIC GAMES / MÁQUINAS DE ESTADOS HIERÁRQUICAS EM JOGOS ELETRÔNICOS
This work comprehends the use of Hierarchical State Machines in the definition and control of behavior pertaining to intelligent agents in electronic games. This type of State Machine permits drastic reductions in the number of transitions when compared to a non-hierarchical State Machine that implements the same behavior; besides, it offers a more intuitive
Publicado em: 2004
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6. Patrulhamento multiagente em grafos com pesos
A group of agents can be used to perform patrolling tasks in a variety of domains ranging from computer network administration to computer games. Despite its wide range of potential applications, multi-agent architectures for patrolling have not been studied in depth yet. The Artificial Intelligence research group at CIn-UFPE has been developing a pioneer wo
Publicado em: 2003
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7. SimulaÃÃo de sistemas complexos para fins de entretenimento usando Redes Bayesianas: o caso do FutSim
The purpose of this work is to meet the Artificial Intelligence requirements of FutSim, an online soccer management game developed by Jynx Playware. Computer games are relevant today not only because of their economical importance, but also for research purposes. Soccer is an excellent example of a Complex System, since its understanding is not possible thro
Publicado em: 2002