Understanding the interplay of model complexity and fidelity in multiagent systems via an evolutionary framework
E Lakshika, M Barlow, A Easton - IEEE Transactions on …, 2016 - ieeexplore.ieee.org
Modern video games come with highly realistic graphics enabling the players to interact with
visually rich virtual worlds. Realistic (life-like) animation of nonplayer characters (NPCs) in …
visually rich virtual worlds. Realistic (life-like) animation of nonplayer characters (NPCs) in …
Legacy component integration by the fujaba real-time tool suite
S Henkler, J Meyer, W Schäfer, M von Detten… - Proceedings of the …, 2010 - dl.acm.org
We present a Tool Suite which supports the (re-) construction of a behavioral model of a
legacy component based on a learning approach by exploiting knowledge of known models …
legacy component based on a learning approach by exploiting knowledge of known models …
Level of detail based AI adaptation for agents in video games
This paper suggests multi-agent systems (MASs) for implementing game artificial
intelligence (AI) for video games. One of main hindrances against using MASs technology in …
intelligence (AI) for video games. One of main hindrances against using MASs technology in …
Preserving the motion features in nonavoiding collision crowds
In current games, entire cities can be rendered in real time into massive virtual worlds. In
addition to the enormous details of geometry, rendering, effects (eg, particles), sound effects …
addition to the enormous details of geometry, rendering, effects (eg, particles), sound effects …
Using cyclic scheduling to generate believable behavior in games
Video game virtual characters should interact with the player, each other, and the
environment. However, the cost of scripting complex behaviors becomes a bottleneck in …
environment. However, the cost of scripting complex behaviors becomes a bottleneck in …
Visualizing agent-based simulation dynamics in a CAVE—Issues and architectures
A Louloudi, F Klügl - 2011 Federated Conference on Computer …, 2011 - ieeexplore.ieee.org
Displaying an agent-based simulation on an immersive virtual environment called CAVE
(Cave Automatic Virtual Environment), a human expert is enabled to evaluate the …
(Cave Automatic Virtual Environment), a human expert is enabled to evaluate the …
Perceptually driven simulation
B Sunshine-Hill - 2011 - search.proquest.com
This dissertation describes, implements and analyzes a comprehensive system for
perceptually-driven virtual reality simulation, based on algorithms which dynamically adjust …
perceptually-driven virtual reality simulation, based on algorithms which dynamically adjust …
Level of detail based network adapted synchronization for cloud gaming
Video games are considered as a major arena of popular entertainment. They can include
immersive actions, high visuals and hair-trigger responsiveness requiring devices with high …
immersive actions, high visuals and hair-trigger responsiveness requiring devices with high …
An Approach to Develop a Motion-Sensitive, Locally Multiplayer-Hybrid (MultiPID) 3D Video Game
G Kayar - Mugla Journal of Science and Technology, 2019 - dergipark.org.tr
Playing video games has been gaining increased interest over the last two decades
regardless of age, gender and any kind of status. Video games are generally controlled via …
regardless of age, gender and any kind of status. Video games are generally controlled via …
An exploration of the complexity-fidelity trade-off in multi-agent systems via an evolutionary framework
HK Lakshika - 2014 - unsworks.unsw.edu.au
High fidelity (verisimilitude to the system modelled) in simulation is particularly desirable;
however, increasing fidelity generally comes at the cost of increasing computational cost …
however, increasing fidelity generally comes at the cost of increasing computational cost …