Tactical Agent Personality (TAP) is a modeling con-cept to capture tactical patterns in game agents, based on a personality concept introduced by Tan and Cheng (2007), to allow behavior adaptation to different play styles. We introduced a weighted sequential topology to the actions set to capture tactical preferences rather than individual action preferences. This produces a personal-ity representation of much higher expressive power that improves the adaptation performance and subsequently enables a larger variety of action genres to be adaptable. A TAP-based learning framework is then constructed and it is shown to perform better than the one based on the previous agent personality. Consequently, we also implement an RPG scenario that dem...
With games continuously and rapidly evolving to become more complex and sophisticated in their natur...
Our goal is to provide learning mechanisms to game agents so they are capable of adapting to new beh...
Abstract. The current paper investigates how to model human play styles. Building on decision and pe...
This paper proposes a novel agent personality representation model used to provide interagent adapta...
Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AII...
This paper presents a novel learning framework to provide computer game agents the ability to adapt ...
This paper presents a novel learning framework to provide computer game agents the ability to adapt ...
This paper presents a novel learning framework to pro-vide computer game agents the ability to adapt...
Designing agents which exhibit believable behaviors by implementing personality that changes over ti...
Abstract. Believable characters significantly increase the immersion of users or players in interact...
The creation of game characters with realistic behavior is an ongoing concern in the gaming and seri...
Abstract—This paper explores how evolved game playing agents can be used to represent a priori defin...
Realism and plausibility of computer controlled entities in entertainment software have been enhance...
Believable characters significantly increase the immersion of users or players in interactive applic...
This paper investigates the use of physio-behavioural detection of fun to model players’ preferences...
With games continuously and rapidly evolving to become more complex and sophisticated in their natur...
Our goal is to provide learning mechanisms to game agents so they are capable of adapting to new beh...
Abstract. The current paper investigates how to model human play styles. Building on decision and pe...
This paper proposes a novel agent personality representation model used to provide interagent adapta...
Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AII...
This paper presents a novel learning framework to provide computer game agents the ability to adapt ...
This paper presents a novel learning framework to provide computer game agents the ability to adapt ...
This paper presents a novel learning framework to pro-vide computer game agents the ability to adapt...
Designing agents which exhibit believable behaviors by implementing personality that changes over ti...
Abstract. Believable characters significantly increase the immersion of users or players in interact...
The creation of game characters with realistic behavior is an ongoing concern in the gaming and seri...
Abstract—This paper explores how evolved game playing agents can be used to represent a priori defin...
Realism and plausibility of computer controlled entities in entertainment software have been enhance...
Believable characters significantly increase the immersion of users or players in interactive applic...
This paper investigates the use of physio-behavioural detection of fun to model players’ preferences...
With games continuously and rapidly evolving to become more complex and sophisticated in their natur...
Our goal is to provide learning mechanisms to game agents so they are capable of adapting to new beh...
Abstract. The current paper investigates how to model human play styles. Building on decision and pe...