The incorporation of real human behaviour for non-player characters (NPCs) in games is a significant research challenge. The nature of events and actions within a game scenario is associated with temporal and spatial redundancies. Such data cannot be considered in isolation, and should be processed in sequence. Multi Agent Systems are proposed as a potential technology to model natural human behaviour into non player characters in game environments. A three phase solution is proposed for this purpose. During the first phase real data in a game are collected by letting a human player play the game unconditionally and naturally as possible. All objects around the player and each action executed by the player are recorded against the time. The...
Thurau C, Bauckhage C, Sagerer G. Learning Human-Like Movement Behavior for Computer Games. In: Pro...
The necessity for improved players and opponents in first-person entertainment-based real-time artif...
We present a new methodology that employs tester agents to automate video game testing. We introduce...
The incorporation of real human behaviour for nonplayer characters (NPCs) in games is a significant ...
We address the challenges of evaluating the fidelity of AI agents that are attempting to produce hum...
We address the challenges of evaluating the fidelity of AI agents that are attempting to produce hum...
Agent-based modelling is a popular and suitable tool for exploring the possible states of so-called ...
Recent advances in the digital gaming industry have provided impressive demonstrations of highly ski...
Abstract. Non-playable characters (or NPCs) in modern computer games are any characters in the gamin...
Player behavioural modelling has grown from a means to improve the playing strength of computer prog...
This paper presents a method for modeling player decision making through the use of agents as AI-dri...
The design of artificial intelligence in computer games is an important component of a player's game...
Artificial intelligence, agent evaluation, believable be-haviour, human tracking Classic evaluation ...
In commercial video games and simulations, non-player characters are capable of quite complex behavi...
This paper discusses how to improve the behaviour ofartificial intelligence (AI) algorithms during r...
Thurau C, Bauckhage C, Sagerer G. Learning Human-Like Movement Behavior for Computer Games. In: Pro...
The necessity for improved players and opponents in first-person entertainment-based real-time artif...
We present a new methodology that employs tester agents to automate video game testing. We introduce...
The incorporation of real human behaviour for nonplayer characters (NPCs) in games is a significant ...
We address the challenges of evaluating the fidelity of AI agents that are attempting to produce hum...
We address the challenges of evaluating the fidelity of AI agents that are attempting to produce hum...
Agent-based modelling is a popular and suitable tool for exploring the possible states of so-called ...
Recent advances in the digital gaming industry have provided impressive demonstrations of highly ski...
Abstract. Non-playable characters (or NPCs) in modern computer games are any characters in the gamin...
Player behavioural modelling has grown from a means to improve the playing strength of computer prog...
This paper presents a method for modeling player decision making through the use of agents as AI-dri...
The design of artificial intelligence in computer games is an important component of a player's game...
Artificial intelligence, agent evaluation, believable be-haviour, human tracking Classic evaluation ...
In commercial video games and simulations, non-player characters are capable of quite complex behavi...
This paper discusses how to improve the behaviour ofartificial intelligence (AI) algorithms during r...
Thurau C, Bauckhage C, Sagerer G. Learning Human-Like Movement Behavior for Computer Games. In: Pro...
The necessity for improved players and opponents in first-person entertainment-based real-time artif...
We present a new methodology that employs tester agents to automate video game testing. We introduce...