This paper explores the issues faced in creating a system that can learn tactical human behavior merely by observing a human perform the behavior in a simulation. More specifically, this paper describes a technique based on fuzzy ARTMAP (FAM) neural networks to discover the criteria that cause a transition between contexts during a strategic game simulation. The approach depends on existing context templates that can identify the high-level action of the human, given a description of the situation along with his action. The learning task then becomes the identification and representation of the context sequence executed by the human. In this paper, we present the FAM/Template-based Interpretation Learning Engine (FAMTILE). This system seeks...
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Compute...
Abstract. To create a realistic environment, some simulations require simulated agents with human be...
Bauckhage C, Thurau C, Sagerer G. Learning human-like opponent behavior for interactive computer gam...
This paper explores the issues faced in creating a system that can learn tactical human behavior mer...
Abstract—It is widely accepted that the difficulty and expense involved in acquiring the knowledge b...
This article presents, describes and evaluates a novel behavior representation paradigm that can eff...
Using a pure machine learning approach to enable the generation of behavior for agents in serious ga...
Recognizing the intention of others in real time is a critical aspect of many human tasks. This arti...
It is widely accepted that the difficulty and expense involved in acquiring the knowledge behind tac...
It is widely accepted that the difficulty and expense involved in acquiring the knowledge behind tac...
Thurau C, Bauckhage C, Sagerer G. Learning Human-Like Movement Behavior for Computer Games. In: Pro...
The gaming industry has reached a point where improving graphics has only a small effect on how much...
Abstract. Modern video games present many challenging applications for artificial intelligence. Agen...
This paper outlines an efficient method to gather, represent, and learn expert knowledge by examinin...
A challenge in reproducing life is to reproduce cognition. We propose a methodology by which human a...
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Compute...
Abstract. To create a realistic environment, some simulations require simulated agents with human be...
Bauckhage C, Thurau C, Sagerer G. Learning human-like opponent behavior for interactive computer gam...
This paper explores the issues faced in creating a system that can learn tactical human behavior mer...
Abstract—It is widely accepted that the difficulty and expense involved in acquiring the knowledge b...
This article presents, describes and evaluates a novel behavior representation paradigm that can eff...
Using a pure machine learning approach to enable the generation of behavior for agents in serious ga...
Recognizing the intention of others in real time is a critical aspect of many human tasks. This arti...
It is widely accepted that the difficulty and expense involved in acquiring the knowledge behind tac...
It is widely accepted that the difficulty and expense involved in acquiring the knowledge behind tac...
Thurau C, Bauckhage C, Sagerer G. Learning Human-Like Movement Behavior for Computer Games. In: Pro...
The gaming industry has reached a point where improving graphics has only a small effect on how much...
Abstract. Modern video games present many challenging applications for artificial intelligence. Agen...
This paper outlines an efficient method to gather, represent, and learn expert knowledge by examinin...
A challenge in reproducing life is to reproduce cognition. We propose a methodology by which human a...
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Compute...
Abstract. To create a realistic environment, some simulations require simulated agents with human be...
Bauckhage C, Thurau C, Sagerer G. Learning human-like opponent behavior for interactive computer gam...