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 …

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 …

Level of detail based AI adaptation for agents in video games

G Mahdi, Y Francillette, A Gouaich, F Michel, N Hocine - 2013 - constellation.uqac.ca
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 …

Preserving the motion features in nonavoiding collision crowds

CM Dal Bianco, A Braun, J Brasil… - … in Entertainment (CIE), 2017 - dl.acm.org
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 …

Using cyclic scheduling to generate believable behavior in games

R Zhao, D Szafron - Proceedings of the AAAI Conference on Artificial …, 2014 - ojs.aaai.org
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 …

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 …

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 …

Level of detail based network adapted synchronization for cloud gaming

RE Ewelle, Y Francillette, G Mahdi… - … of CGAMES'2013 …, 2013 - ieeexplore.ieee.org
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 …

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 …

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 …