[HTML][HTML] Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions
CA Cruz, JAR Uresti - Entertainment Computing, 2017 - Elsevier
Player-centered approaches that aim to maximize player enjoyment have been steady, but
with poor heuristics that do not rely on any particular theory of entertainment. Certainly, the …
with poor heuristics that do not rely on any particular theory of entertainment. Certainly, the …
Adaptive shooting for bots in first person shooter games using reinforcement learning
In current state-of-the-art commercial first person shooter games, computer controlled bots,
also known as nonplayer characters, can often be easily distinguishable from those …
also known as nonplayer characters, can often be easily distinguishable from those …
Modelling human-like behavior through reward-based approach in a first-person shooter game
I Makarov, P Zyuzin, P Polyakov, M Tokmakov… - 2016 - mpra.ub.uni-muenchen.de
We present two examples of how human-like behavior can be implemented in a model of
computer player to improve its characteristics and decision-making patterns in video game …
computer player to improve its characteristics and decision-making patterns in video game …
[PDF][PDF] Implementing reinforcement learning in unreal engine 4 with blueprint
R Boyd - 2017 - jewlscholar.mtsu.edu
With the availability of modern sophisticated game engines, it has never been easier to
create a game for implementing and analyzing machine learning (ML) algorithms. Game …
create a game for implementing and analyzing machine learning (ML) algorithms. Game …
An assortment of evolutionary computation techniques (AECT) in gaming
Real-time strategy (RTS) games differ as they persist in varying scenarios and states. These
games enable an integrated correspondence of non-player characters (NPCs) to appear as …
games enable an integrated correspondence of non-player characters (NPCs) to appear as …
Aprendizaje por demostración para la creación de personajes automáticos con estilo de juego humano en videojuegos arcade
M Miranda Esteban - 2024 - docta.ucm.es
Aprendizaje por demostración para la creación de personajes automáticos con estilo de
juego humano en videojuegos arcade Page 1 UNIVERSIDAD COMPLUTENSE DE MADRID …
juego humano en videojuegos arcade Page 1 UNIVERSIDAD COMPLUTENSE DE MADRID …
Game designers training first person shooter bots
M McPartland, M Gallagher - AI 2012: Advances in Artificial Intelligence …, 2012 - Springer
Interactive training is well suited to computer games as it allows game designers to interact
with otherwise autonomous learning algorithms. This paper investigates the outcome of a …
with otherwise autonomous learning algorithms. This paper investigates the outcome of a …
[PDF][PDF] HRLBˆ2: A Game AI Architecture for Believable Bots That Unifies the Elements of Flow and Reinforcement Learning
CA Cruz - 2018 - researchgate.net
From an artificial intelligence standpoint, creating adaptive games that maximize players'
enjoyment has remained a challenge since it is unclear how to effectively design and …
enjoyment has remained a challenge since it is unclear how to effectively design and …
[PDF][PDF] Entertainment Computing
CA Cruz, JAR Uresti - 2017 - researchgate.net
abstract Player-centered approaches that aim to maximize player enjoyment have been
steady, but with poor heuristics that do not rely on any particular theory of entertainment …
steady, but with poor heuristics that do not rely on any particular theory of entertainment …
ThreatBot: A new model for improving FPS experiences with bots
DJ Conroy - 2015 - eprints.qut.edu.au
This work is focused on the player experience and the design of artificial intelligence (AI) to
meet player expectations in a competitive video game context. The original contribution of …
meet player expectations in a competitive video game context. The original contribution of …