The development of artificial intelligence (AI) techniques that can assist with the creation and analysis of digital content is a broad and challenging task for researchers. This topic has been most prevalent in the field of game AI research, where games are used as a testbed for solving more complex real-world problems. One of the major issues with prior AI-assisted content creation methods for games has been a lack of direct comparability to real-world environments, particularly those with realistic physical properties to consider. Creating content for such environments typically requires physics-based reasoning, which imposes many additional complications and restrictions that must be considered. Addressing and developing methods that ca...
Monte Carlo Tree Search is a method for searching a decision-making process, usually employed in dom...
This dissertation addresses the challenge of improving automatic level generation processes for plat...
In this project, we propose different techniques for developing Artificial Intelligences for videoga...
Handling novel situations is a critical capability of Artificial Intelligence (AI) agents when worki...
This paper discusses some of the most interesting challenges to which the games research community m...
Simulation and game content includes the levels, models, textures, items, and other objects encounte...
Performing tasks in a physical environment is a crucial yet challenging problem for AI systems opera...
The physics-based simulation game Angry Birds has been heavily researched by the AI community over t...
The Angry Birds AI Competition (aibirds.org) has been held annually since 2012 in conjunction with s...
Master's thesis in Information- and communication technology (IKT590)This thesis aims to explore the...
This paper presents a procedural content generation algorithm for the physics-based puzzle game Angr...
This thesis project details the creation of a simple platform game and an artificially intelligent a...
Game design has been a staple of human ingenuity and innovation for as long as games have been aroun...
Na última década diversos algoritmos baseados em busca foram desenvolvidos para a geração de níveis ...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
Monte Carlo Tree Search is a method for searching a decision-making process, usually employed in dom...
This dissertation addresses the challenge of improving automatic level generation processes for plat...
In this project, we propose different techniques for developing Artificial Intelligences for videoga...
Handling novel situations is a critical capability of Artificial Intelligence (AI) agents when worki...
This paper discusses some of the most interesting challenges to which the games research community m...
Simulation and game content includes the levels, models, textures, items, and other objects encounte...
Performing tasks in a physical environment is a crucial yet challenging problem for AI systems opera...
The physics-based simulation game Angry Birds has been heavily researched by the AI community over t...
The Angry Birds AI Competition (aibirds.org) has been held annually since 2012 in conjunction with s...
Master's thesis in Information- and communication technology (IKT590)This thesis aims to explore the...
This paper presents a procedural content generation algorithm for the physics-based puzzle game Angr...
This thesis project details the creation of a simple platform game and an artificially intelligent a...
Game design has been a staple of human ingenuity and innovation for as long as games have been aroun...
Na última década diversos algoritmos baseados em busca foram desenvolvidos para a geração de níveis ...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
Monte Carlo Tree Search is a method for searching a decision-making process, usually employed in dom...
This dissertation addresses the challenge of improving automatic level generation processes for plat...
In this project, we propose different techniques for developing Artificial Intelligences for videoga...