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1

Zhadan, Anastasiia. "Artificial Intelligence Adaptation in Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-79131.

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One of the most important features of a (computer) game that makes it memorable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. However, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adaptable were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games was developed for grouping the games by the complexity of the control systems and their ability to adapt different aspects of enemies behavior including individual and group behavior. It appeared that only 33% of the games can not be considered adaptable. This classification was then used to analyze the popularity of games regarding their challenge complexity. Analysis revealed that simple, familiar behavior is more welcomed by players. However, highly adaptable games have got competitively high scores and excellent reviews from game critics and reviewers, proving that adaptability in games deserves further research.
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KARLSSON, BORJE FELIPE FERNANDES. "AN ARTIFICIAL INTELLIGENCE MIDDLEWARE FOR DIGITAL GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7861@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
A aplicação de inteligência artificial (IA) em jogos digitais atualmente se encontra sob uma constante necessidade de melhorias, na tentaiva de atender as crescentes demandas dos jogadores por realismo e credibilidade no comportamento dos personagens do universo do jogo. De modo a facilitar o atendimento destas demandas, técnicas e metodologias de engenharia de software vêm sendo utilizadas no desenvolvimento de jogos. No entanto, o uso destas técnicas e a construção de middlewares na área de IA ainda está longe de gerar ferramentas genéricas e flexíveis o suficiente para o uso nesse tipo de aplicação. Outro fator importante é a falta de literatura disponível tratando de propostas relacionadas a esse campo de estudo. Esta dissertação discute o esforço de pesquisa no desenvolvimento de uma arquitetura flexível aplicável a diferentes estilos de jogos, que dê suporte a várias funcionalidades de IA em jogos e sirva com base a introdução de novas técnicas que possam melhorar a jogabilidade. Neste trabalho são apresentadas: questões de projeto de tal sistema e de sua integração com jogos; um estudo sobre a arquitetura de middlewares de IA; uma análise dos poucos exemplos desse tipo de software disponíveis; e um levantamento da literatura disponível. Com base nessa pesquisa, foi realizado o projeto e a implementação da arquitetura de um middleware de IA; também descritos nesse trabalho. Além da implementação propriamente dita, é apresentado um estudo sobre a aplicação de padrões de projeto no contexto do desenvolvimento e evolução de um framework de IA para jogos.
The usage of artificial intelligence (AI) techniques in digital games is currently facing a steady need of improvements, so it can cater to players higher and higher expectations that require realism and believability in the game environment and in its characters' behaviours. In order to ease the fulfillment of these goals, software engineering techniques and methodologies have started to be used during game development. However, the use of such techniques and the creation of AI middleware are still far from being a generic and flexible enough tool for developing this kind of application. Another important factor to be mentioned in this discussion is the lack of available literature related to studies in this field. This dissertation discusses the research effort in developing a flexible architecture that can be applied to diferent game styles, provides support for several game AI functionalities and serves as basis for the introduction of more powerful techniques that can improve gameplay and user experience. This work presents: design issues of such system and its integration with games; a study on AI middleware architecture for games; an analysis of the state-of-the-art in the field; and a survey of the available relevant literature. Taking this research as starting point, the design and implementation of the proposed AI middleware architecture was conducted and is also described here. Besides the implementation itself, a study on the use of design patterns in the context of the development and evolution of an AI framework for digital games is also presented.
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Edlund, Mattias. "Artificial Intelligence in Games : Faking Human Behavior." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-258222.

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This paper examines the possibilities of faking human behavior with artificial intelligence in computer games, by using efficient methods that save valuable development time and also creates a more rich experience for the players of a game. The specific implementation of artificial intelligence created and discussed is a neural network controlling a finite-state machine. The objective was to mimic human behavior rather than simulating true intelligence. A 2D shooter game is developed and used for experiments performed with human and artificial intelligence controlled players. The game sessions played were recorded in order for other humans to replay. Both players and spectators of the game sessions left feedbacks and reports that could later be analyzed. The data collected from these experiments was then analyzed, and reflections were made on the entire project. Tips and ideas are proposed to developers of shooter games who are interested in making human-like artificial intelligence. Conclusions are made and extra information is provided in order to further iterate on this research.
Denna rapport undersöker möjligheterna att förfalska mänskligt beteende genom artificiell intelligens i datorspel, med hjälp av effektiva metoder som sparar värdefull utvecklingstid och som även skapar en rikare upplevelse för spelare. Den specifika implementationen av artificiell intelligens som utvecklas och diskuteras är ett neuralt nätverk som kontrollerar en finite-state machine. Målet var att efterlikna mänskligt beteende snarare än att simulera verklig intelligens. Ett 2D shooter-spel utvecklas och används för utförda experiment med mänskliga och artificiell intelligens-kontrollerade spelare. De sessioner som spelades under experimenten spelades in, för att sedan låta andra människor titta på inspelningarna. Både spelare och åskådare av spelsessionerna lämnade återkoppling och rapporter för senare analysering. Datan som samlats in från experimenten analyserades, och reflektioner utfördes på hela projektet. Tips och idéer presenteras till utvecklare av shooter-spel som är intresserade av en mer människolik artificiell intelligens. Slutsatser läggs fram och extra information presenteras för att kunna fortsätta iterera vidare på denna undersökning.
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4

Hedberg, Charlie Forsberg, and Alexander Pedersen. "Artificial Intelligence : Memory-driven decisions in games." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3640.

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Developing AI (Artificial Intelligence) for games can be a hard and challenging task. It is sometimes desired to create behaviors that follow some sort of logical pattern. In order to do this, information must be gathered and processed. This bachelor thesis presents an algorithm that could assist current AI technologies to collect and memorize environmental data. The thesis also covers practical implementation guidelines, established through research and testing.
Att utveckla AI (Artificiell Intelligence) i spel kan vara en hård och utmanande uppgift. Ibland är det önskvärt att skapa beteenden som följer något sorts logiskt mönster. För att kunna göra detta måste information samlas in och processas. I detta kandidatarbete presenteras en algoritm som kan assistera nuvarande AI-teknologier för att samla in och memorera omgivningsinformation. Denna uppsats täcker också riktlinjer för praktisk implementering fastställda genom undersökning och tester.
Detta är en reflekstionsdel till en digital medieproduktion.
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5

Allis, Louis Victor. "Searching for solutions in games and artificial intelligence." Maastricht : Maastricht : Rijksuniversiteit Limburg ; University Library, Maastricht University [Host], 1994. http://arno.unimaas.nl/show.cgi?fid=6868.

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6

Saini, Simardeep S. "Mimicking human player strategies in fighting games using game artificial intelligence techniques." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/16380.

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Fighting videogames (also known as fighting games) are ever growing in popularity and accessibility. The isolated console experiences of 20th century gaming has been replaced by online gaming services that allow gamers to play from almost anywhere in the world with one another. This gives rise to competitive gaming on a global scale enabling them to experience fresh play styles and challenges by playing someone new. Fighting games can typically be played either as a single player experience, or against another human player, whether it is via a network or a traditional multiplayer experience. However, there are two issues with these approaches. First, the single player offering in many fighting games is regarded as being simplistic in design, making the moves by the computer predictable. Secondly, while playing against other human players can be more varied and challenging, this may not always be achievable due to the logistics involved in setting up such a bout. Game Artificial Intelligence could provide a solution to both of these issues, allowing a human player s strategy to be learned and then mimicked by the AI fighter. In this thesis, game AI techniques have been researched to provide a means of mimicking human player strategies in strategic fighting games with multiple parameters. Various techniques and their current usages are surveyed, informing the design of two separate solutions to this problem. The first solution relies solely on leveraging k nearest neighbour classification to identify which move should be executed based on the in-game parameters, resulting in decisions being made at the operational level and being fed from the bottom-up to the strategic level. The second solution utilises a number of existing Artificial Intelligence techniques, including data driven finite state machines, hierarchical clustering and k nearest neighbour classification, in an architecture that makes decisions at the strategic level and feeds them from the top-down to the operational level, resulting in the execution of moves. This design is underpinned by a novel algorithm to aid the mimicking process, which is used to identify patterns and strategies within data collated during bouts between two human players. Both solutions are evaluated quantitatively and qualitatively. A conclusion summarising the findings, as well as future work, is provided. The conclusions highlight the fact that both solutions are proficient in mimicking human strategies, but each has its own strengths depending on the type of strategy played out by the human. More structured, methodical strategies are better mimicked by the data driven finite state machine hybrid architecture, whereas the k nearest neighbour approach is better suited to tactical approaches, or even random button bashing that does not always conform to a pre-defined strategy.
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7

Nilsson, Joakim, and Andreas Jonasson. "Using Artificial Intelligence for Gameplay Testing On Turn-Based Games." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16716.

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Background. Game development is a constantly evolving multi billion dollar in-dustry, and the need for quality products is very high. Testing the games however isa very time consuming and tedious task, often coming down to repeating sequencesuntil a requirement has been met. But what if some parts of it could be automated,handled by an artificial intelligence that can play the game day and night, givingstatistics about the gameplay as well as reports about errors that occurred duringthe session? Objectives. This thesis is done in cooperation with Fall Damage Studio AB, andaims to find and implement a suitable artificial intelligent agent to perform auto-mated test on a game Fall Damage Studio AB are currently developing, ProjectFreedom. The objective is to identify potential problems, benefits, and use casesof using a technique such as this. A secondary objective is to also identify what isneeded by the game for this kind of technique to be useful. Methods. To test the technique, aMonte-Carlo Tree Searchalgorithm was identi-fied as the most suitable algorithm and implemented for use in two different typesof experiments. The first being to evaluate how varying limitations in terms of thenumber of iterations and depth affected the results of the algorithm. This was doneto see if it was possible to change these factors and find a point where acceptablelevels of plays were achieved and further increases to these factors gave limited en-hancements to this level but increased the time. The second experiment aimed toevaluate what useful data can be extracted from a game, both in terms of gameplayrelated data as well as error information from crashes. Project Freedom was onlyused for the second test due to constraints that was out of scope for this thesis totry and repair. Results. The thesis has identified several requirements that is needed for a game touse a technique such as this in an useful way. For Monte-Carlo Tree Search specifi-cally, the game is required to have a gamestate that is quick to create a copy of anda game simulation that can be run in a short time. The game must also be testedfor the depth and iteration point that hit the point where the value of increasingthese values diminish. More generally, the algorithm of choice must be a part of thedesign process and different games might require different kind of algorithms to use.Adding this type of algorithm at a late stage in development, as was done for thisthesis, might be possible if precautions are taken. Conclusions. This thesis shows that using artificial intelligence agents for game-play testing is definitely possible, but it needs to be considered in the early part ofthe development process as no one size fits all approach is likely to exist. Differentgames will have their own requirements, some potentially more general for that typeof game, and some will be unique for that specific game. Thus different algorithmswill work better on certain types of games compared to other ones, and they willneed to be tweaked to perform optimally on a specific game.
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8

Wei, Ermo. "Learning to Play Cooperative Games via Reinforcement Learning." Thesis, George Mason University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13420351.

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Being able to accomplish tasks with multiple learners through learning has long been a goal of the multiagent systems and machine learning communities. One of the main approaches people have taken is reinforcement learning, but due to certain conditions and restrictions, applying reinforcement learning in a multiagent setting has not achieved the same level of success when compared to its single agent counterparts.

This thesis aims to make coordination better for agents in cooperative games by improving on reinforcement learning algorithms in several ways. I begin by examining certain pathologies that can lead to the failure of reinforcement learning in cooperative games, and in particular the pathology of relative overgeneralization. In relative overgeneralization, agents do not learn to optimally collaborate because during the learning process each agent instead converges to behaviors which are robust in conjunction with the other agent's exploratory (and thus random), rather than optimal, choices. One solution to this is so-called lenient learning, where agents are forgiving of the poor choices of their teammates early in the learning cycle. In the first part of the thesis, I develop a lenient learning method to deal with relative overgeneralization in independent learner settings with small stochastic games and discrete actions.

I then examine certain issues in a more complex multiagent domain involving parameterized action Markov decision processes, motivated by the RoboCup 2D simulation league. I propose two methods, one batch method and one actor-critic method, based on state of the art reinforcement learning algorithms, and show experimentally that the proposed algorithms can train the agents in a significantly more sample-efficient way than more common methods.

I then broaden the parameterized-action scenario to consider both repeated and stochastic games with continuous actions. I show how relative overgeneralization prevents the multiagent actor-critic model from learning optimal behaviors and demonstrate how to use Soft Q-Learning to solve this problem in repeated games.

Finally, I extend imitation learning to the multiagent setting to solve related issues in stochastic games, and prove that given the demonstration from an expert, multiagent Imitation Learning is exactly the multiagent actor-critic model in Maximum Entropy Reinforcement Learning framework. I further show that when demonstration samples meet certain conditions the relative overgeneralization problem can be avoided during the learning process.

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Liu, Siming. "Evolving effective micro behaviors for real-time strategy games." Thesis, University of Nevada, Reno, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3707862.

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Real-Time Strategy games have become a new frontier of artificial intelligence research. Advances in real-time strategy game AI, like with chess and checkers before, will significantly advance the state of the art in AI research. This thesis aims to investigate using heuristic search algorithms to generate effective micro behaviors in combat scenarios for real-time strategy games. Macro and micro management are two key aspects of real-time strategy games. While good macro helps a player collect more resources and build more units, good micro helps a player win skirmishes against equal numbers of opponent units or win even when outnumbered. In this research, we use influence maps and potential fields as a basis representation to evolve micro behaviors. We first compare genetic algorithms against two types of hill climbers for generating competitive unit micro management. Second, we investigated the use of case-injected genetic algorithms to quickly and reliably generate high quality micro behaviors. Then we compactly encoded micro behaviors including influence maps, potential fields, and reactive control into fourteen parameters and used genetic algorithms to search for a complete micro bot, ECSLBot. We compare the performance of our ECSLBot with two state of the art bots, UAlbertaBot and Nova, on several skirmish scenarios in a popular real-time strategy game StarCraft. The results show that the ECSLBot tuned by genetic algorithms outperforms UAlbertaBot and Nova in kiting efficiency, target selection, and fleeing. In addition, the same approach works to create competitive micro behaviors in another game SeaCraft. Using parallelized genetic algorithms to evolve parameters in SeaCraft we are able to speed up the evolutionary process from twenty one hours to nine minutes. We believe this work provides evidence that genetic algorithms and our representation may be a viable approach to creating effective micro behaviors for winning skirmishes in real-time strategy games.

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Stene, Sindre Berg. "Artificial Intelligence Techniques in Real-Time Strategy Games - Architecture and Combat Behavior." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9497.

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The general purpose of this research is to investigate the possibilities offered for the use of Artificial Intelligence theory and methods in advanced game environments. The real-time strategy (RTS) game genre is investigated in detail, and an architecture and solutions to some common issues are presented. An RTS AI controlled opponent named “KAI” is implemented for the “TA Spring” game engine in order to advance the state of the art in usin AI techniques in games and to gain some insight into the strengths and weaknesses of AI Controlled Player (AI CP) architectures. A goal was to create an AI with behavior that gave the impression of intelligence to the human player, by taking on certain aspects of the style in which human players play the game. Another goal for the benefit of the TA Spring development community was to create an AI which played with sufficient skill to provide experienced players with resistance, without using obvious means of cheating such as getting free resources or military assets. Several common techniques were used, among others Rule-based decision making, path planning and path replanning, influence maps, and a variant of the A* search algorithm was used for searches of various kinds. The AI also has an approach to micromanagement of units that are fighting in combination with influence maps. The AI CP program was repeatedly tested against human players and other AI CP programs in various settings throughout development. The availability of testing by the community but the sometimes sketchy feedback lead to the production of consistent behavior for tester and developer alike in order to progress. One obstacle that was met was that the rule-based approach to combat behavior resulted in high complexity. The architecture of the RTS AI CP is designed to emerge a strategy from separate agents that were situation aware. Both the actions of the enemy and the properties of the environment are taken into account. The overall approach is to strengthen the AI CP through better economic and military decisions. Micromanagement and frequent updates for moving units is an important part of improving military decisions in this architecture. This thesis goes into the topics of RTS strategies, tactics, economic decisions and military decisions and how they may be made by AI in an informed way. Direct attempts at calculation and prediction rather than having the AI learn from experience resulted in behavior that was superior to most AI CPs and many human players without a learning period. However, having support for all of the game types for TA Spring resulted in extra development time. Keywords: computer science information technology RTS real time strategy game artificial intelligence architecture emergent strategy emergence humanlike behavior situation situational aware awareness combat behavior micro micromanagement pathfinder pathfinding path planning replanning influence maps threat DPS iterative algorithm algorithms defense placement terrain analysis attack defense military control artificial intelligence controlled player computer opponent game games gaming environmental awareness autonomous action actions agent hierarchy KAI TA Spring Total Annihilation

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Lindstam, Tim, and Anton Svensson. "Behavior Based Artificial Intelligence in a Village Environment." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20522.

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Abstract. Autonomous agents, also known as AI agents, are staples in modern video games. They take a lot of roles, everything from being quest-givers in roleplaying games, to opposing forces in action- and shooter games. Crafting an AI that is not only easy to create, but also retains humanlike and believable behavior, has always represented a challenge to the development industry, and has in several cases ended up with open world games using AI systems that limit the AI agents to simple moving patterns. In this thesis, a form of AI systems more commonly used in simulation games such as The Sims video game series, are taken and implemented in an environment that could possibly be seen in an open world game. After the implementation, a set of tests were performed on a group of testers which resulted in the insight that a majority of the testers, when asked to compare their experience to other games, found this implementation to feel more lifelike and realistic.
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Fusaro, Alberto Cabral. "Inteligência artificial e a ilusão do percepto afetivo." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21112.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Our investigation fits into a branch of Artificial Intelligence research, namely the Weak AIs subset, aiming to figure out the way that these AIs are applied in videogames development – we call it just “games”, referring to all games that run on any form of electronics platform. Our focus bears on a strict human-behavior simulation system that goes on the market by the name of Drivatar, a system-controlled virtual-entity whose operation is based on machinelearning technology. They were developed by Microsoft and Turn10 Studios to perform as “simulated human” pilots in their Forza Motorsport automotive-racing franchise games. Our goal is to identify the main AI elements and their application strategies that enable them to create the illusion of humanity, making the players believe that they are their human counterparts instead of simulations
Nossa pesquisa se enquadra em um segmento do ramo de estudos de Inteligência Artificial, mais especificamente o das IAs Fracas, investigando o modo como são utilizadas no desenvolvimento de games – jogos que operam em uma plataforma de tecnologia eletrônica. Focalizamos a investigação em um sistema de simulação restrita de comportamento humano nomeado comercialmente como Drivatar, uma entidade virtual controlada pelo sistema que opera com base em aprendizagem de máquina, desenvolvida em parceria pelas empresas Turn10 Studios e Microsoft para atuar como simulações de pilotos humanos nos games do gênero de corrida de carros da franquia Forza Motorsport. Nosso objetivo é a identificação dos principais elementos de IA, bem como das estratégias utilizadas em sua aplicação, que habilitam esses agentes inteligentes a causar nos jogadores humanos a ilusão de que os Drivatars são os próprios indivíduos que estão simulando
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Mehta, Manish. "Construction and adaptation of AI behaviors in computer games." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/42724.

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Computer games are an increasingly popular application for Artificial Intelligence (AI) research, and conversely AI is an increasingly popular selling point for commercial digital games. AI for non playing characters (NPC) in computer games tends to come from people with computing skills well beyond the average user. The prime reason behind the lack of involvement of novice users in creating AI behaviors for NPC's in computer games is that construction of high quality AI behaviors is a hard problem. There are two reasons for it. First, creating a set of AI behavior requires specialized skills in design and programming. The nature of the process restricts it to certain individuals who have a certain expertise in this area. There is little understanding of how the behavior authoring process can be simplified with easy-to-use authoring environments so that novice users (without programming and design experience) can carry out the behavior authoring task. Second, the constructed AI behaviors have problems and bugs in them which cause a break in player expe- rience when the problematic behaviors repeatedly fail. It is harder for novice users to identify, modify and correct problems with the authored behavior sets as they do not have the necessary debugging and design experience. The two issues give rise to a couple of interesting questions that need to be investigated: a) How can the AI behavior construction process be simplified so that a novice user (without program- ming and design experience) can easily conduct the authoring activity and b) How can the novice users be supported to help them identify and correct problems with the authored behavior sets? In this thesis, I explore the issues related to the problems highlighted and propose a solution to them within an application domain, named Second Mind(SM). In SM novice users who do not have expertise in computer programming employ an authoring interface to design behaviors for intelligent virtual characters performing a service in a virtual world. These services range from shopkeepers to museum hosts. The constructed behaviors are further repaired using an AI based approach. To evaluate the construction and repair approach, we conduct experiments with human subjects. Based on developing and evaluating the solution, I claim that a design solution with behavior timeline based interaction design approach for behavior construction supported by an understandable vocabulary and reduced feature representation for- malism enables novice users to author AI behaviors in an easy and understandable manner for NPCs performing a service in a virtual world. I further claim that an introspective reasoning approach based on comparison of successful and unsuccessful execution traces can be used as a means to successfully identify breaks in player ex- perience and modify the failures to improve the experience of the player interacting with NPCs performing a service in a virtual world. The work contributes in the following three ways by providing: 1) a novel introspective reasoning approach for successfully detecting and repairing failures in AI behaviors for NPCs performing a service in a virtual world.; 2) a novice user understandable authoring environment to help them create AI behaviors for NPCs performing a service in a virtual world in an easy and understandable manner; and 3) Design, debugging and testing scaffolding to help novice users modify their authored AI behaviors and achieve higher quality modified AI behaviors compared to their original unmodified behaviors.
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Stallwood, James. "An artificial intelligence framework for feedback and assessment mechanisms in educational Simulations and Serious Games." Thesis, University of Southampton, 2015. https://eprints.soton.ac.uk/394643/.

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Simulations and Serious Games are powerful e-learning tools that can be designed to provide learning opportunities that stimulate their participants. To achieve this goal, the design of Simulations and Serious Games will often include some balance of three factors: motivation, engagement, and flow. Whilst many frameworks and approaches for Simulation and Serious Game design do provide the means for addressing a combination of these factors to some degree, few address how those factors might be affected by the presence of an out-of-game tutor. It is the position of some researchers that the presence of real-world tutors in a Simulation or Serious Game experience can be shown to have a detrimental effect on motivation, engagement, and flow as a continuously changing state for the participant from in-game to out-of-game breaks immersion. The focus of this study was to develop a framework for the design of Simulations and Serious Games that could provide the means to mitigate some of these identified negative effects of real world tutor. The framework itself, referred to as the Wrongness Framework, uses artificial intelligence techniques and practices to provide internal feedback and assessment to the participant as a foundation for the creation of a rudimentary in-game tutor. To achieve this goal it was necessary to develop the Wrongness Framework to include not only the findings of other scholars and researchers on the topic of feedback and assessment but also to introduce original refinements to existing artificial intelligence mechanisms. To test the abilities of the Wrongness Framework it was applied to two unique case studies each with a different purpose and scope. The first, the AdQuest case study, was a graphic design Serious Game scenario testing the ability of the Wrongness Framework's assessment mechanisms by having 102 postgraduate design students submit graphics for a luxury brand advertisement. These graphics were then assessed by the Wrongness Framework against expectations found in the Wrongness Framework's Intelligent System Knowledge Bank. The students were then surveyed for their responses to their assessments and individual rating scores for each design were taken. The second case study, Promasim, explored the possibilities of feedback tone and efficacy for non-player characters in a project management simulation. This was achieved with the use of expert interviews by both academics and working professionals to provide the information of experienced project managers to develop experiential interaction events for the Simulation. Despite the results of these case studies a full case for the success of the Wrongness Framework could not be made. However, many of the identified challenges for the Wrongness Framework were met and, as such, a case can be made that an adequate foundation for the framework has been successful and has provided the case for further refinement.
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FERREIRA, Nivia Barboza. "Design de emergência em games." Universidade Anhembi Morumbi, 2017. http://sitios.anhembi.br/tedesimplificado/handle/TEDE/1683.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Games are propitious environments for the appearing of new behavior patterns (emergence). It’s necessary to comprehend the nature of these changes taking into account demands and their modifying potential on this process. To support this trajectory, concepts of emergence were presented back from classical sciences to contemporary studies which touch metadesign and game design. This dissertation aims to investigate the phenomenon of emergence in digital games, encompassing the utilization of projective resources that can increase the interactivity and potentiate this process. The research involves literature review, articulation of concepts of complex adaptive system (CAS), emergence incidence in game design and the analysis of three selected objects: Tibia, PokemonGO and The Sims. The perspectives of metadesign usage and artificial intelligence are highlighted as propeller resources of new behaviors. The context, phenomenon and tool relation is discussed concerning: complex adaptive systems, emergence and artificial intelligence. This dissertation concludes that the usage of methodologies which incorporate metadesign and the gamer as codesigner are more appropriate when dealing with the emergent character of games. Furthermore, the use of artificial intelligences expands the possibilities of interaction in the game, multiplying the number of active agents in the system.
Jogos são ambientes propícios ao surgimento de novos padrões de comportamento (emergência). Faz-se necessário compreender a natureza dessas mudanças observando-se as demandas e seu potencial modificador nesse processo. Para embasar esta trajetória foram apresentados conceitos de emergência desde as ciências clássicas até estudos contemporâneos que tangenciam o metadesign e o design de jogos. Esta dissertação tem o objetivo de investigar o fenômeno da emergência nos jogos digitais, abordando a utilização de recursos projetuais que possam aumentar a interatividade e potencializar esse processo. A pesquisa envolve revisão bibliográfica, articulação dos conceitos de sistemas complexos adaptativos (SCA), incidência de emergência no design de games e a análise de três objetos selecionados: Tibia, PokemonGo e The Sims. Destacam-se as perspectivas de uso de metadesign e inteligência artificial como recursos propulsores de novos comportamentos. Discute-se a relação contexto, fenômeno e ferramenta como: sistemas complexos adaptativos, emergência e inteligência artificial. Conclui-se que o uso de metodologias que incorporam metadesign e o jogador como codesigner são mais adequadas para lidar com o caráter emergente dos jogos. Além disso, o uso de inteligências artificiais amplia as possibilidades de interação no jogo, multiplicando a quantidade de agentes ativos no sistema.
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16

Scott, Gavin. "Complementary Companion Behavior in Video Games." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1744.

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Companion characters in are present in many video games across genres, serving the role of the player's partner. Their goal is to support the player's strategy and to immerse the player by providing a believable companion. These companions often only perform rigidly scripted actions and fail to adapt to an individual player's play-style, detracting from their usefulness. Behavior like this can also become frustrating to the player if the companions become more of a hindrance than they are a benefit. Other work, including this project's precursor, focused on building companions that mimic the player. These strategies customize the companion's actions to each player, but are limited. In the same context, an ideal companion would help further the player's strategy by finding complementary actions rather than blind emulation. We propose a game-development framework that adds complementary (rather than mimicking) companions to a video game. For the purposes of this framework a "complementary" action is defined as any that furthers the player's strategy both in the immediate future as well as in the long-term. This is determined through a combination of both player-action and game-state prediction processes, while allowing the companion to experiment with actions the player hasn't tried. We used a new method to determine the location of companion actions based on a dynamic set of regions customized to the individual player. A user study of game-development students showed promising results, with a seventeen out of twenty-five participants reacting positively to the companion behavior, and nineteen saying that they would consider using the framework in future games.
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17

Saffidine, Abdallah. "Solving Games and All That." Phd thesis, Université Paris Dauphine - Paris IX, 2013. http://tel.archives-ouvertes.fr/tel-01022750.

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Efficient best-first search algorithms have been developed for deterministic two-player games with two-outcome.We present a formal framework to represent such best-first search algorithms.The framework is general enough to express popular algorithms such as Proof Number Search, Monte Carlo Tree Search, and the Product Propagation algorithm.We then show how a similar framework can be devised for two more general settings: two-player games with multiple outcomes, and the model checking problem in modal logic K.This gives rise to new Proof Number and Monte Carlo inspired search algorithms for these settings.Similarly, the alpha-beta pruning technique is known to be very important in games with sequential actions.We propose an extension of this technique for stacked-matrix games, a generalization of zero-sum perfect information two-player games that allows simultaneous moves.
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18

Båtelsson, Herman. "Behavior Trees in the Unreal Engine : Function and Application." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296222.

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This thesis presents the implementation and functionality of the user interface for creating behavior trees in the Unreal Engine (version 4.10). The thesis analyzes the final version of the behavior trees in a game development project carried out over one year with a group ranging between four and seven members. The game which is analyzed is a third person adventure game which contains four types of simple behavior trees. These include two enemies who mainly move towards the player to attack whenever in range and two bosses with individual behavior. The thesis describes the various types of nodes available in the Unreal Engine as well as how the behavior trees in the game are structured. Focus is placed on how the structure achieves the required result and how the process resulted in the final version of the behavior trees.
Detta examensarbete beskriver implementationen och funktionaliteten av användargränssnittet för att skapa beteendeträd i Unreal Engine (version 4.10). Arbetet analyserar den slutgiltiga versionen av beteendeträden i ett spelutvecklingsprojekt som utfördes under ett år med en grupp vars antal växlade mellan fyra och sju medlemmar. Spelat som analyseras är ett tredjepersons äventyrsspel som innehåller fyra typer av grundläggande beteendeträd. Två fiender som huvudsakligen rör sig mot spelaren för att anfalla när de är inom räckhåll, och två bossar med individuella beteenden. Arbetet beskriver de olika typerna av noder tillgängliga i Unreal Engine och även hur beteendeträden i spelet är uppbyggda. Fokus läggs på hur strukturen uppnår det nödvändiga resultatet samt på hur processen resulterade i den slutgiltiga versionen av beteendeträden.
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19

Persson, Martin. "Development of three AI techniques for 2D platform games." Thesis, Karlstad University, Division for Information Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-1.

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This thesis serves as an introduction to anyone that has an interest in artificial intelligence games and has experience in programming or anyone who knows nothing of computer games but wants to learn about it. The first part will present a brief introduction to AI, then it will give an introduction to games and game programming for someone that has little knowledge about games. This part includes game programming terminology, different game genres and a little history of games. Then there is an introduction of a couple of common techniques used in game AI. The main contribution of this dissertation is in the second part where three techniques that never were properly implemented before 3D games took over the market are introduced and it is explained how they would be done if they were to live up to today’s standards and demands. These are: line of sight, image recognition and pathfinding. These three techniques are used in today’s 3D games so if a 2D game were to be released today the demands on the AI would be much higher then they were ten years ago when 2D games stagnated. The last part is an evaluation of the three discussed topics.

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Eriksson, Lundström Jenny S. Z. "On the Formal Modeling of Games of Language and Adversarial Argumentation : A Logic-Based Artificial Intelligence Approach." Doctoral thesis, Uppsala universitet, Institutionen för informationsvetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9538.

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Argumentation is a highly dynamical and dialectical process drawing on human cognition. Successful argumentation is ubiquitous to human interaction. Comprehensive formal modeling and analysis of argumentation presupposes a dynamical approach to the following phenomena: the deductive logic notion, the dialectical notion and the cognitive notion of justified belief. For each step of an argumentation these phenomena form networks of rules which determine the propositions to be allowed to make sense as admissible, acceptable, and accepted. We present a formal logic framework for a computational account of formal modeling and systematical analysis of the dynamical, exhaustive and dialectical aspects of adversarial argumentation and dispute. Our approach addresses the mechanisms of admissibility, acceptability and acceptance of arguments in adversarial argumentation by use of metalogic representation and Artificial Intelligence-techniques for dynamical problem solving by exhaustive search. We elaborate on a common framework of board games and argumentation games for pursuing the alternatives facing the adversaries in the argumentation process conceived as a game. The analogy to chess is beneficial as it incorporates strategic and tactical operations just as argumentation. Drawing on an analogy to board games like chess, the state space representation, well researched in Artificial Intelligence, allows for a treatment of all possible arguments as paths in a directed state space graph. It will render a game leading to the most wins and fewest losses, identifying the most effective game strategy. As an alternate visualization, the traversal of the state space graph unravels and collates knowledge about the given situation/case under dispute. Including the private knowledge of the two parties, the traversal results in an increased knowledge of the case and the perspectives and arguments of the participants. As we adopt metalogic as formal basis, arguments used in the argumentation, expressed in a non-monotonic defeasible logic, are encoded as terms in the logical argumentation analysis system. The advantage of a logical formalization of argumentation is that it provides a symbolic knowledge representation with a formally well-formed semantics, making the represented knowledge as well as the behavior of knowledge representation systems reasoning comprehensible. Computational logic as represented in Horn Clauses allows for expression of substantive propositions in a logical structure. The non-monotonic nature of defeasible logic stresses the representational issues, i.e. what is possible to capture in non-monotonic reasoning, while from the (meta)logic program, the sound computation on what it is possible to compute, and how to regard the semantics of this computation, are established.
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Eriksson, Lundström Jenny. "On the formal modeling of games of language and adversarial argumentation : a logic-based artificial intelligence approach /." Uppsala : Uppsala universitet, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9538.

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22

Soler, Julien. "Orion, a generic model for data mining : application to video games." Thesis, Brest, 2015. http://www.theses.fr/2015BRES0035/document.

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Les besoins de l'industrie des jeux vidéo sont en constante évolution. Dans le domaine de l'intelligence artificielle, nous identifions dans le chapitre 1, les différents besoins de l'industrie dans ce domaine. Nous pensons que la conception d'une solution d'apprentissage de comportements par imitation qui soit fonctionnelle et efficace permettrait de couvrir la plupart de ces besoins. Dans le chapitre 2, nous montrons que les techniques d'extraction de données peuvent être très utiles pour offrir une telle solution. Cependant, ces techniques ne sont pas suffisantes pour construire automatiquement un comportement complet qui serait utilisable dans les jeux vidéo modernes. Dans le chapitre 3, nous proposons un modèle générique pour apprendre des comportements en imitant des joueurs humains : Orion. Ce modèle est composé de deux parties, un modèle structurel et un modèle comportemental. Le modèle structurel propose un framework généraliste d'exploration de données, fournissant une abstraction des différentes méthodes utilisées dans ce domaine de recherche. Ce framework nous permet de construire un outil d'usage général avec de meilleures possibilités de visualisation que les outils d'extraction de données existants. Le modèle comportemental est conçu pour intégrer des techniques d'exploration de données dans une architecture plus générale et repose sur les Behavior Trees. Dans le chapitre 4, nous illustrons comment nous utilisons notre modèle en mettant en oeuvre le comportement des joueurs dans les jeux Pong et UT3 en utilisant Orion. Dans le chapitre 5, nous identifions les améliorations possibles, à la fois de notre outil d'extraction de données et de notre modèle comportemental
The video game industry's needs are constantly changing. In the field of artificial intelligence, we identify inchapter 1, the different needs of industry in this area. We believe that the design of a learning behavior through imitation solution that is functional and efficient would cover most of these needs. In chapter 2, we show that data mining techniques can be very useful to provide such a solution. However, for now, these techniques are not sufficient to automatically build a comprehensive behavior that would be usable in modern video games. In chapter 3, we propose a generic model to learn behavior by imitating human players: Orion.This model consists of two parts, a structural model and a behavioral model. The structural model provides a general data mining framework, providing an abstraction of the different methods used in this research. This framework allows us to build a general purpose tool with better possibilities for visualizing than existing data mining tools. The behavioral model is designed to integrate data mining techniques in a more general architecture and is based on the Behavior Trees. In chapter 4, we illustrate how we use our model by implementing the behavior of players in the Pong and Unreal Tournament 3 games using Orion. In chapter 5,we identify possible improvements, both of our data mining framework and our behavioral model
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23

Sirin, Volkan. "Machine Learning Methods For Opponent Modeling In Games Of Imperfect Information." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614630/index.pdf.

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This thesis presents a machine learning approach to the problem of opponent modeling in games of imperfect information. The efficiency of various artificial intelligence techniques are investigated in this domain. A sequential game is called imperfect information game if players do not have all the information about the current state of the game. A very popular example is the Texas Holdem Poker, which is used for realization of the suggested methods in this thesis. Opponent modeling is the system that enables a player to predict the behaviour of its opponent. In this study, opponent modeling problem is approached as a classification problem. An architecture with different classifiers for each phase of the game is suggested. Neural Networks, K-Nearest Neighbors (KNN) and Support Vector Machines are used as classifier. For modeling a particular player, KNN is found to be most successful amongst all, with a prediction accuracy of 88%. An ensemble learning system is proposed for modeling different playing styles and unknown ones. Computational complexity and parallelization of some calculations are also provided.
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Gulcehre, Caglar. "Two Approaches For Collective Learning With Language Games." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613109/index.pdf.

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Recent studies in cognitive science indicate that language has an important social function. The structure and knowledge of language emerges from the processes of human communication together with the domain-general cognitive processes. Each individual of a community interacts socially with a limited number of peers. Nevertheless societies are characterized by their stunning global regularities. By dealing with the language as a complex adaptive system, we are able to analyze how languages change and evolve over time. Multi-agent computational simulations assist scientists from different disciplines to build several language emergence scenarios. In this thesis several simulations are implemented and tested in order to categorize examples in a test data set efficiently and accurately by using a population of agents interacting by playing categorization games inspired by L. Steels'
s naming game. The emergence of categories throughout interactions between a population of agents in the categorization games are analyzed. The test results of categorization games as a model combination algorithm with various machine learning algorithms on different data sets have shown that categorization games can have a comparable performance with fast convergence.
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25

Satish, Likith Poovanna Kelapanda, and Vinay Sudha Ethiraj. "Human-like Super Mario Play using Artificial Potential Fields." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3146.

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Artifi cial potential fi elds is a technique that use attractive and repelling forces to control e.g. robots, or non player characters in games. We show how this technique may be used in a controller for Super Mario in a way create a human-like playing style. By combining fi elds of progression, opponent avoidance and rewards, we get a controller that tries to collect the rewards and avoid the opponents at the same time as it is progressing towards the goal of the level. We use human test persons to improve the controller further by letting them make pair-wise comparisons with human play recordings, and use the feed-back to calibrate the bot for human-like play.
Student 1: Likith Poovanna Kelapanda Staish Mob: +46735542609 Student 2: Vinay Sudha Ethiraj Mob: +46736135683
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26

Lundström, Viktor. "Human-like decision making for bots inmobile gaming : A case study in developing believable artificial intelligence for mobile games." Thesis, Umeå universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-132395.

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An AI framework for game AI of bots has been developed together with the company Level Eight for their upcoming game PROTOSTRIKE. The primary goal of the thesis is to implement a decision maker in the framework that exhibits human-like behaviours. An overview and evaluation of existing decision techniques in the games industry have been done, and together with information gathered from the team at Level Eight, Utility AI was selected as most suitable for the decision-making system for the bots. The implemented prototype of the AI framework is evaluated about the bots’ ability to appear human-like in a multi-player environment. The results indicate that the lack of focus is the major behaviour that makes a bot not to act human-like. The test results have also been used to provide suggestions for future work and conclusion about the thesis as a whole. Due to problems during testing, no statistical conclusions can be made. However, the comments made by the test subjects added insight how to improve the AI framework.
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Wood, Mark A. "An agent-independent task learning framework." Thesis, University of Bath, 2008. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.492246.

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We propose that for all situated agents, the process of task learning has many elements in common. A better understanding of these elements would be beneficial to both engineers attempting to design new agents for task learning and completion, and also to scientists seeking to better understand natural task learning. Therefore, this dissertation sets out our characterisation of agent-independent task learning, and explores its grounding in nature and utility in practise. We achieve this chiefly through the construction and demonstration of two novel task learning systems. Cross-Channel Observation and Imitation Learning (COIL; Wood and Bryson, 2007a,b) is our adaptation of Deb Roy’s Cross-Channel Early Lexical Learning System (CELL; Roy, 1999; Roy and Pentland, 2002) for agent-independent task learning by imitation. The General Task Learning Framework (GTLF) is built upon many of the principles learned through the development of COIL, and can additionally facilitate multi-modal, lifelong learning of complex skills and skill hierarchies. Both systems are validated through experiments conducted in the virtual reality-style game domain of Unreal Tournament (Digital Extremes, 1999). By applying agent-independent learning processes to virtual agents of this kind, we hope that researchers will be more inclined to consider them on a par with robots as tools for learning research.
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28

Sephton, Nicholas. "Applying artificial intelligence and machine learning techniques to create varying play style in artificial game opponents." Thesis, University of York, 2016. http://etheses.whiterose.ac.uk/17331/.

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Artificial Intelligence is quickly becoming an integral part of the modern world, employed in almost every modern industry we interact with. Whether it be self-drive cars, integration with our web clients or the creation of actual intelligent companions such as Xiaoice1, artificial intelligence is now an integrated and critical part of our daily existence. The application of artificial intelligence to games has been explored for several decades, with many agents now competing at a high level in strategic games which prove challenging for human players (e.g. Go and Chess). With artificial intelligence now able to produce strong opponents for many games, we are more concerned with the style of play of artificial agents, rather than simply their strength. Our work here focusses on the modification of artificial game opponents to create varied playstyle in complex games. We explore several techniques of modifying Monte Carlo Tree Search in an attempt to create different styles of play, thus changing the experience for human opponents playing against them. We also explore improving artificial agent strength, both by investigating parallelization of MCTS and by using Association Rule Mining to predict opponent’s choices, thus improving our ability to play well against them.
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29

Valenzuela, Russell. "Predicting National Basketball Association Game Outcomes Using Ensemble Learning Techniques." Thesis, California State University, Long Beach, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=10980443.

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There have been a number of studies that try to predict sporting event outcomes. Most previous research has involved results in football and college basketball. Recent years has seen similar approaches carried out in professional basketball. This thesis attempts to build upon existing statistical techniques and apply them to the National Basketball Association using a synthesis of algorithms as motivation. A number of ensemble learning methods will be utilized and compared in hopes of improving the accuracy of single models. Individual models used in this thesis will be derived from Logistic Regression, Naïve Bayes, Random Forests, Support Vector Machines, and Artificial Neural Networks while aggregation techniques include Bagging, Boosting, and Stacking. Data from previous seasons and games from both?players and teams will be used to train models in R.

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30

Mahdi, Ghulam. "Level of Detail in Agent Societies in Games." Thesis, Montpellier 2, 2013. http://www.theses.fr/2013MON20002/document.

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Aujourd'hui, l'intelligence artificielle (IA) est une composante essentielle d'un jeu vidéo et de plus en plus d'efforts sont portés sur cet aspect afin de rendre les jeux plus ludiques et plus immersifs. Cette amélioration va cependant de pair avec une augmentation sans cesse croissante des ressources informatiques nécessaires au fonctionnement de l'IA. De fait, il arrive que ces besoins soient si importants qu'ils dégradent le taux de rafraîchissement (TR) du jeu et ainsi la qualité d'expérience (QoE) du joueur. Dans ce contexte, notre objectif est de de maintenir le TR au dessus d'un certain seuil en modulant la quantité de ressources requises par l'IA. Pour ce faire, nous proposons de donner la possibilité au programmeur de définir plusieurs niveaux de détails pour l'IA (Level Of Details LOD), à l'instar de ce qui se fait pour afficher une scène graphique.Les travaux utilisant ce type d'approches proposent généralement d'utiliser des critères de distance à la caméra et de visibilité. Cependant, élaborés dans le contexte du rendu graphique, ces critères sont finalement assez peu adaptés au contexte IA car ils ne permettent pas toujours de rendre compte de l'importance réelle d'un personnage pour le joueur. Dans cette thèse, nous proposons d'utiliser des concepts organisationnels tels que le groupe et le rôle pour définir l'importance d'un personnage pour l'IA. De cette façon, un jeu vidéo est considéré comme une société d'agents (les personnages du jeu) dont l'importance individuelle ou collective est déterminée en fonction de leurs positions dans l'organisation, ce qui permet de déterminer une distribution des ressources de calcul disponibles adaptée : les entités les plus importantes dans l'histoire du jeu sont privilégiées.Notre approche a été implémentée et intégrée au moteur de jeu AGDE (Moteur Agent de développement du jeu). L'évaluation expérimentale a été réalisée à l'aide d'un système de mesures répétées pour évaluer la différence entre les QoE d'un jeu avec et sans notre approche
In recent years there have been many efforts to develop original video games by improving both their aesthetic and mechanics. The more the mechanics is rich and realistic, the more advanced models of programming are required. However, using advanced models of programming such as agent-oriented programming often comes with an overhead in terms of computational resources. Furthermore, this overhead on computational resources may degrade the frame rate and subsequently quality of experience (QoE) for the players.In this context, our aim is to propose the QoE support means for ensuring that, in any case, the frame rate does not fall below a given lower bound. We suggest adapting the amount of time allocated for agents depending upon the importance of their organization roles. In this regard, we use a level of detail (LoD) approach to compute the dynamics of the game.LoD in game AI is based on the idea to use the most of the computational effort on the game characters that are the most important to the player(s). One critical issue in LoD for game AI is to determine the criterion for defining the importance of game characters. Existing work propose to use the criteria of camera distance and visibility. However such criteria have been developed from the perspective of graphics. In this thesis, we have used the roles played by the game characters (in the context of a video game) as the criterion for determining their importance. In this way, a video game has been considered as an agent society, where the game characters get priority and relatively higher share in distribution of the computational resources based on their relative importance in the game story.Our approach has been implemented and integrated to the AGDE (Agent Game Development Engine) game engine. The experimental evaluation has been carried out using a repeated measure scheme to assess the difference in QoE metrics between a game implemented our approach and a control game. The null hypothesizes have been rejected using t-paired test: the players have found significant positive difference in the QoE
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31

Öberg, Viktor. "EVOLUTIONARY AI IN BOARD GAMES : An evaluation of the performance of an evolutionary algorithm in two perfect information board games with low branching factor." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11175.

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It is well known that the branching factor of a computer based board game has an effect on how long a searching AI algorithm takes to search through the game tree of the game. Something that is not as known is that the branching factor may have an additional effect for certain types of AI algorithms. The aim of this work is to evaluate if the win rate of an evolutionary AI algorithm is affected by the branching factor of the board game it is applied to. To do that, an experiment is performed where an evolutionary algorithm known as “Genetic Minimax” is evaluated for the two low branching factor board games Othello and Gomoku (Gomoku is also known as 5 in a row). The performance here is defined as how many times the algorithm manages to win against another algorithm. The results from this experiment showed both some promising data, and some data which could not be as easily interpreted. For the game Othello the hypothesis about this particular evolutionary algorithm appears to be valid, while for the game Gomoku the results were somewhat inconclusive. For the game Othello the performance of the genetic minimax algorithm was comparable to the alpha-beta algorithm it played against up to and including depth 4 in the game tree. After that however, the performance started to decline more and more the deeper the algorithms searched. The branching factor of the game may be an indirect cause of this behaviour, due to the fact that as the depth increases, the search space increases proportionally to the branching factor. This increase in the search space due to the increased depth, in combination with the settings used by the genetic minimax algorithm, may have been the cause of the performance decline after that point.
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32

James, Brian L. "Predicting Human Behavior in Repeated Games with Attitude Vectors." BYU ScholarsArchive, 2021. https://scholarsarchive.byu.edu/etd/9239.

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As Artificial Intelligence systems are used by human users at an increasing frequency, the need for such systems to understand and predict human behavior likewise increases. In my work, I have considered how to predict human behavior in repeated games. These repeated games can be applied as a foundation to many situations where a person may interact with an AI, In an attempt to create such a foundation, I have built a system using Attitude Vectors used in automata to predict actions based on prior actions and communications. These Attitude Vector Automata (AVA) can transform information from actions in one game with a given payoff matrix into actions in another game. Results show that prediction accuracy was ultimately below other, similar work, in general in several repeated games. There are however some aspects, such as scenarios involving lying, in which my predictor showed potential to outperform these other systems. Ultimately, there is potential in using ideas presented as AVA to build a potentially more robust system for future efforts in human behavior prediction.
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33

Gaspareto, Otavio Barcelos. "Redes neurais artificiais aplicadas ao reconhecimento de speed cheating em jogos online de computador." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/153317.

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No presente trabalho, é testada e avaliada a aplicação de Redes Neurais Artificiais no combate de trapaças (cheating, em inglês) do tipo speed cheating em jogos online massivos de múltiplos jogadores, também conhecidos como MMOG (Massively Multi- player Online Games). Os MMOG representam um modelo de negócio onde quantias significativas de recursos financeiros estão envolvidas, e crescem a cada dia. Os mode- los para o combate de trapaças, que possam afastar jogadores de jogos ou servidores, estão localizados na camada de rede, à nível de protocolo. Analisando o estado-da-arte, constatou-se que não existem trabalhos explorando a área de Inteligência Artificial para este fim, tornando-se assim relevante o estudo de sua aplicabilidade. As Redes Neurais Artificiais foram escolhidas por terem grande poder de abstração, generalização e plasti- cidade. Através dos resultados obtidos comparando-se duas abordagens de arquiteturas, as redes Perceptron de múltiplas camadas (MLP) e as redes com atraso no tempo focadas (FTLFN), é possível constatar que é viável a utilização das mesmas para este fim, tendo-se alcançado resultados positivos no combate de speed cheating em MMOGs.
In the present work, Artificial Neural Networks are tested and evaluated in order to avoid a specific type of cheating, called Speed Cheating, in massively multi-player online games (MMOG). The MMOG represent a business model where meaningful financial resources amounts are involved, and increase each day. The models to avoid cheating, that could keep off players from games and servers, are localized in the network layer, at the protocol level. Examining the state-of-art, it was observed that research explor- ing the Artificial Intelligence application to this goal becomes relevant. The Artificial Neural Networks were chosen by their significant abstraction, generalization and plas- ticity characteristics. Through the results’s comparison from two different architectures approaches, the multi layer Perceptron network (MLP) and the focused time lagged net- work (FTLFN), it was possible to conclude that their utilization avoiding speed cheating in MMOG is possible, once good results were found in this work.
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34

Gaudl, Swen. "Building robust real-time game AI : simplifying & automating integral process steps in multi-platform design." Thesis, University of Bath, 2016. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.698997.

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Digital games are part of our culture and have gained significant attention over the last decade. The growing capabilities of home computers, gaming consoles and mobile phones allow current games to visualise 3D virtual worlds, photo-realistic characters and the inclusion of complex physical simulations. The growing computational power of those devices enables the usage of complex algorithms while visualising data. Therefore, opportunities arise for developers of interactive products such as digital games which introduce new, challenging and exciting elements to the next generation of highly interactive software systems. Two of those challenges, which current systems do not address adequately, are design support for creating Intelligent Virtual Agents and more believable non-player characters for immersive game-play. We start in this thesis by addressing the agent design support first and then extend the research, addressing the second challenge. The main contributions of this thesis are: - The POSH-SHARP system is a framework for the development of game agents. The platform is modular, extendable, offers multi-platform support and advanced software development features such as behaviour inspection and behaviour versioning. The framework additionally integrates an advanced information exchange mechanism supporting loose behaviour coupling. - The Agile behaviour design methodology integrates agile software development and agent design. To guide users, the approach presents a work-flow for agent design and guiding heuristics for their development. - The action selection augmentation ERGo introduces a "white-box" solution to altering existing agent frameworks, making their agents less deterministic. It augments selected behaviours with a bio-mimetic memory to track and adjust their activation over time. With the new approach to agent design, the development of "deepagent" behaviour for digital adversaries and advanced tools supporting their design is given. Such mechanisms should enable developers to build robust non-player characters that act more human-like in an efficient and robust manner. Within this thesis, different strategies are identified to support the design of agents in a more robust manner and to guide developers. These discussed mechanisms are then evolved to develop and design Intelligent Virtual Agents. Because humans are still the best measurement for human-likeness, the evolutionary cycle involves feedback given by human players.
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35

Olofsson, Fredrik, and Johan W. Andersson. "Human-like Behaviour in Real-Time Strategy Games : An Experiment With Genetic Algorithms." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3814.

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If a computer game company wants to stay competitive they must offer something extra. For many years, this extra has often been synonymous with better graphics. Lately, and thanks to the Internet, the focus has shifted in favour of more multi-player support. This also means that the requirements of one-player games increases. Our proposal, to meet these new requirements, is that future game AI is made more human-like. One way to achieve this is believed to be the use of learning AI techniques, such as genetic algorithms and neural networks. In this thesis we will present the results from an experiment aiming at testing strategy game AI. Test persons played against traditional strategy game AI, a genetic algorithm AI, and other humans to see if they experienced any differences in the behaviour of the opponents.
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36

Goeringer, Tyler. "Massively Parallel Reinforcement Learning With an Application to Video Games." Case Western Reserve University School of Graduate Studies / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=case1373073319.

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Korchnak, Joseph Brian Jr. "Implementation of Probabilistic Smart Terrain in Unity." Youngstown State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1516981582370547.

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38

ívarsson, Óli. "Improved Combat Tactics of AI Agents in Real-Time Strategy Games Using Qualitative Spatial Reasoning." Thesis, University of Skövde, School of Humanities and Informatics, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-956.

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Real-time strategy (RTS) games constitute one of the largest game genres today and have done so for the past decade. A central feature of real-time strategy games is opponent AI which is suggestively the “last frontier” of game development because the focus of research has primarily been on other components, graphics in particular. This has led to AI research being largely ignored within the commercial game industry but several methods have recently been suggested for improving the strategic ability of AI agents in real-time strategy games.

The aim of this project is to evaluate how a method called qualitative spatial reasoning can improve AI on a tactical level in a selected RTS game. An implementation of an AI agent that uses qualitative spatial reasoning has been obtained and an evaluation of its performance in an RTS game example monitored and analysed.

The study has shown that qualitative spatial reasoning affects AI agent’s behaviour significantly and indicates that it can be used to deduce a rule-base that increases the unpredictability and performance of the agent.

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39

Anguelov, Bobby. "Video game pathfinding and improvements to discrete search on grid-based maps." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/22940.

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The most basic requirement for any computer controlled game agent in a video game is to be able to successfully navigate the game environment. Pathfinding is an essential component of any agent navigation system. Pathfinding is, at the simplest level, a search technique for finding a route between two points in an environment. The real-time multi-agent nature of video games places extremely tight constraints on the pathfinding problem. This study aims to provide the first complete review of the current state of video game pathfinding both in regards to the graph search algorithms employed as well as the implications of pathfinding within dynamic game environments. Furthermore this thesis presents novel work in the form of a domain specific search algorithm for use on grid-based game maps: the spatial grid A* algorithm which is shown to offer significant improvements over A* within the intended domain. Copyright
Dissertation (MSc)--University of Pretoria, 2011.
Computer Science
unrestricted
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40

Förster, Frank. "Robots that say 'no' : acquisition of linguistic behaviour in interaction games with humans." Thesis, University of Hertfordshire, 2013. http://hdl.handle.net/2299/20781.

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Negation is a part of language that humans engage in pretty much from the onset of speech. Negation appears at first glance to be harder to grasp than object or action labels, yet this thesis explores how this family of ‘concepts’ could be acquired in a meaningful way by a humanoid robot based solely on the unconstrained dialogue with a human conversation partner. The earliest forms of negation appear to be linked to the affective or motivational state of the speaker. Therefore we developed a behavioural architecture which contains a motivational system. This motivational system feeds its state simultaneously to other subsystems for the purpose of symbol-grounding but also leads to the expression of the robot’s motivational state via a facial display of emotions and motivationally congruent body behaviours. In order to achieve the grounding of negative words we will examine two different mechanisms which provide an alternative to the established grounding via ostension with or without joint attention. Two large experiments were conducted to test these two mechanisms. One of these mechanisms is so called negative intent interpretation, the other one is a combination of physical and linguistic prohibition. Both mechanisms have been described in the literature on early child language development but have never been used in human-robot-interaction for the purpose of symbol grounding. As we will show, both mechanisms may operate simultaneously and we can exclude none of them as potential ontogenetic origin of negation.
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41

Fischer, Max. "Using Reinforcement Learning for Games with Nondeterministic State Transitions." Thesis, Linköpings universitet, Statistik och maskininlärning, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158523.

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Given the recent advances within a subfield of machine learning called reinforcement learning, several papers have shown that it is possible to create self-learning digital agents, agents that take actions and pursue strategies in complex environments without any prior knowledge. This thesis investigates the performance of the state-of-the-art reinforcement learning algorithm proximal policy optimization, when trained on a task with nondeterministic state transitions. The agent’s policy was constructed using a convolutional neural network and the game Candy Crush Friends Saga, a single-player match-three tile game, was used as the environment. The purpose of this research was to evaluate if the described agent could achieve a higher win rate than average human performance when playing the game of Candy Crush Friends Saga. The research also analyzed the algorithm's generalization capabilities on this task. The results showed that all trained models perform better than a random policy baseline, thus showing it is possible to use the proximal policy optimization algorithm to learn tasks in an environment with nondeterministic state transitions. It also showed that, given the hyperparameters chosen, it was not able to perform better than average human performance.
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42

Laviers, Kennard R. "Exploiting opponent modeling for learning in multi-agent adversarial games." Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4968.

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An issue with learning effective policies in multi-agent adversarial games is that the size of the search space can be prohibitively large when the actions of both teammates and opponents are considered simultaneously. Opponent modeling, predicting an opponent's actions in advance of execution, is one approach for selecting actions in adversarial settings, but it is often performed in an ad hoc way. In this dissertation, we introduce several methods for using opponent modeling, in the form of predictions about the players' physical movements, to learn team policies. To explore the problem of decision-making in multi-agent adversarial scenarios, we use our approach for both offline play generation and real-time team response in the Rush 2008 American football simulator. Simultaneously predicting the movement trajectories, future reward, and play strategies of multiple players in real-time is a daunting task but we illustrate how it is possible to divide and conquer this problem with an assortment of data-driven models. By leveraging spatio-temporal traces of player movements, we learn discriminative models of defensive play for opponent modeling. With the reward information from previous play matchups, we use a modified version of UCT (Upper Conference Bounds applied to Trees) to create new offensive plays and to learn play repairs to counter predicted opponent actions. In team games, players must coordinate effectively to accomplish tasks while foiling their opponents either in a preplanned or emergent manner. An effective team policy must generate the necessary coordination, yet considering all possibilities for creating coordinating subgroups is computationally infeasible. Automatically identifying and preserving the coordination between key subgroups of teammates can make search more productive by pruning policies that disrupt these relationships.; We demonstrate that combining opponent modeling with automatic subgroup identification can be used to create team policies with a higher average yardage than either the baseline game or domain-specific heuristics.
ID: 030423259; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2011.; Includes bibliographical references (p. 123-129).
Ph.D.
Doctorate
Electrical Engineering and Computer Science
Engineering and Computer Science
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43

Renman, Casper. "Creating Human-like AI Movement in Games Using Imitation Learning." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210887.

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The way characters move and behave in computer and video games are important factors in their believability, which has an impact on the player’s experience. This project explores Imitation Learning using limited amounts of data as an approach to creating human-like AI behaviour in games, and through a user study investigates what factors determine if a character is human-like, when observed through the characters first-person perspective. The idea is to create or shape AI behaviour by recording one's own actions. The implemented framework uses a Nearest Neighbour algorithm with a KD-tree as the policy which maps a state to an action. Results showed that the chosen approach was able to create human-like AI behaviour while respecting the performance constraints of a modern 3D game.
Sättet karaktärer rör sig och beter sig på i dator- och tvspel är viktiga faktoreri deras trovärdighet, som i sin tur har en inverkan på spelarens upplevelse. Det här projektet utforskar Imitation Learning med begränsad mängd data som etttillvägagångssätt för att skapa människolik rörelse för AI-karaktärer i spel, ochutforskar genom en användarstudie vilka faktorer som avgör om en karaktärär människolik, när karaktären observeras genom dess förstapersonsperspektiv. Iden är att skapa eller forma AI-beteende genom att spela in sina egna handlingar. Det implementerade ramverket använder en Nearest Neighbour-algoritmmed ett KD-tree som den policy som kopplar ett tillstånd till en handling. Resultatenvisade att det valda tillvägagångssättet lyckades skapa människolikt AI-beteende samtidigt som det respekterar beräkningskomplexitetsrestriktionersom ett modernt 3D-spel har.
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Resende, Robson de Souza. "Sistema especialista para auxílio na utilização de jogos não-educacionais no processo de aprendizagem." Universidade Presbiteriana Mackenzie, 2015. http://tede.mackenzie.br/jspui/handle/tede/1455.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Digital games are a resource currently used as an entertainment way, but educational digital games try to make the student use it like a way of learning, in order to arouse interest. Although educational games have utility, in some cases they can show problems, like have repetitive tasks, unmotivated challenges or lack of teaching resources. The goal of this work is to develop a system able to find educational resources in games that are not considered educational, with the purpose to use them for teaching, since some of them are seen by the market like a good entertainment way, the goal with this is arouse interest of the students for some subject. The system is a web application developed in C#. It works receiving from the user what he wants to teach about some subject in the field of geography. The system realizes an inference for to search digital games and generate educational reports with the games and features that can be used for teaching about the desired subject. So, it is not necessary that the user has knowledge about the field of games for to use the system and check the digital games and ways of apply it in education.
Jogos digitais são um recurso utilizado atualmente como uma forma de entretenimento, jogos digitais educacionais por sua vez, tentam fazer com que o estudante utilize esse recurso com o intuito de aprender de forma mais dinâmica e que desperte maior interesse. Embora jogos digitais educacionais tenham utilidade, em alguns casos eles podem apresentar problemas, tais como possuir tarefas repetitivas, desafios sem motivação ou falta de recursos pedagógicos. O objetivo deste trabalho é o desenvolvimento de um sistema que seja capaz de encontrar recursos educacionais em jogos digitais que não são considerados educacionais, com o propósito de utilizá-los no ensino, visto que alguns deles já são consagrados no mercado como uma forma de entretenimento, o objetivo com isso é despertar o interesse dos estudantes por determinado assunto. O sistema é uma aplicação web desenvolvida em C#, que funciona recebendo do usuário o que ele deseja ensinar a respeito de algum assunto da área de geografia, em seguida realiza uma inferência para buscar jogos digitais e gerar relatórios educacionais com os possíveis jogos digitais e características que podem ser utilizadas para ensinar a respeito do assunto que o usuário deseja. Logo, não é necessário que o usuário tenha conhecimento da área de jogos digitais para utilizar o sistema e verificar jogos digitais e maneiras de aplicá-los no ensino.
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45

SILVA. "Otimização de pathfinding em GPU." Universidade Federal de Pernambuco, 2013. https://repositorio.ufpe.br/handle/123456789/18293.

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Nos últimos anos, as unidades de processamento gráfico (GPU) têm apresentado um avanço significativo dos recursos computacionais disponíveis para o uso de aplicações não-gráficas. A capacidade de resolução de problemas envolvendo computação paralela, onde o mesmo programa é executado em diversos elementos de dados diferentes ao mesmo tempo, bem como o desenvolvimento de novas arquiteturas que suportem esse novo paradigma, como CUDA (Computed Unified Device Architecture), tem servido de motivação para a utilização da GPU em aplicações de propósito geral, especialmente em jogos. Em contrapartida, a performance das CPUs, mesmo com a presença de múltiplos núcleos (multi-core), tem diminuído, limitando o avanço tecnológico de diversas técnicas desenvolvidas na área de jogos e favorecendo a transição e o desenvolvimento das mesmas para a GPU. Alguns algoritmos de Inteligência Artificial que podem ser decompostos e demonstram certo nível de paralelismo, como o pathfinding, utilizado na navegação de agentes durante o jogo, têm sido desenvolvidos em GPU e demonstrado um desempenho melhor quando comparado à CPU. De modo semelhante, este trabalho tem como proposta a investigação e o desenvolvimento de possíveis otimizações ao algoritmo de pathfinding em GPU, por meio de CUDA, com ênfase em sua utilização na área de jogos, escalando a quantidade de agentes e nós de um mapa, possibilitando um comparativo com seu desempenho apresentado na CPU.
In recent years, graphics processing units (GPUs) have shown a significant advance of computational resources available for the use of non-graphical applications. The ability to solve problems involving parallel computing as well as the development of new architectures that supports this new paradigm, such as CUDA, has encouraged the use of GPU for general purpose applications, especially in games. Some parallel tasks which were CPU based are being ported over to the GPU due to their superior performance. One of these tasks is the pathfinding of an agent over a game map, which has already achieved a better performance on GPU, but is still limited. This work describes some optimizations to a GPU pathfinding implementation, addressing a larger work set (agents and nodes) with good performance compared to a CPU implementation.
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46

Tomečko, Lukáš. "Hra s agenty na bázi umělé inteligence." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417296.

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The goal of this project is to create a 2D action strategy videogame, featuring intelligent enemies. The architecture design is based on techniques and patterns used in game industry. Game is written in C++, SFML library is used for graphics and inputs, Box2D library takes care of physics. Enemies' artificial intelligence applies standard algorithms used in videogame industry. Human players and metrics are used for evaluation of final game and enemies' intelligence.
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47

Liljekvist, Hampus. "Detecting Synchronisation Problems in Networked Lockstep Games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189593.

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The complexity associated with development of networked video games creates a need for tools for verifying a consistent player experience. Some networked games achieve consistency through the lockstep protocol, which requires identical execution of sent commands for players to stay synchronised. In this project a method for testing networked multiplayer lockstep games for synchronisation problems related to nondeterministic behaviour is formulated and evaluated. An integrated fuzzing AI is constructed which tries to cause desynchronisation in the tested game and generate data for analysis using log files. Scripts are used for performing semi-automated test runs and parsing the data. The results show that the test system has potential for finding synchronisation problems if the fuzzing AI is used in conjunction with the regular AI in the tested game, but not for finding the origins of said problems.
Komplexiteten förenad med utveckling av nätverksuppkopplade dataspel skapar ett behov av verktyg för att verifiera en konsistent spelarupplevelse. Vissa nätverksspel hålls konsistenta med hjälp av lockstep-protokollet, vilket kräver identisk exekvering av skickade kommandon för att spelarna ska hållas synkroniserade. I detta projekt formuleras och evalueras en metod för att testa om nätverksuppkopplade flerspelarspel lider av synkroniseringsproblem relaterade till ickedeterministiskt beteende. En integrerad fuzzing-AI konstrueras som försöka orsaka desynkronisering i det testade spelet och generera data för analys med hjälp av loggfiler. Skript används för att utföra halvautomatiserade testkörningar och tolka data. Resultaten visar att testsystemet har potential för att hitta synkroniseringsproblem om fuzzing-AI:n används tillsammans med den vanliga AI:n i det testade spelet, men inte för att hitta de bakomliggande orsakerna till dessa problem.
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48

Benda, Matouš. "Soutěžní hřiště pro umělou inteligenci." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2018. http://www.nusl.cz/ntk/nusl-382625.

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Master thesis deals with possibilities of playing games using artificial intelligence. Also, there is presented artificial intelligence with ability of playing selected game. Artificial intelligence presented in this work is considered as artificial neural networks. First theoretical part is focused on description worldwide successful and known artificial intelligence strategies. After that there is brief description of neural networks and analysis of some libraries for machine learning. Practical part is focused on implementation of created game with Python programming language and in the end, there is analysis of designed solution.
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49

Schiffel, Stephan. "Knowledge-Based General Game Playing." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-88742.

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The goal of General Game Playing (GGP) is to develop a system, that is able to automatically play previously unseen games well, solely by being given the rules of the game. In contrast to traditional game playing programs, a general game player cannot be given game specific knowledge. Instead, the program has to discover this knowledge and use it for effectively playing the game well without human intervention. In this thesis, we present a such a program and general methods that solve a variety of knowledge discovery problems in GGP. Our main contributions are methods for the automatic construction of heuristic evaluation functions, the automated discovery of game structures, a system for proving properties of games, and symmetry detection and exploitation for general games.
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50

Peiravi, Mehdi. "THE DESIGN AND IMPLEMENTATION OF AN ADAPTIVE CHESS GAME." CSUSB ScholarWorks, 2015. https://scholarworks.lib.csusb.edu/etd/228.

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In recent years, computer games have become a common form of entertainment. Fast advancement in computer technology and internet speed have helped entertainment software developers to create graphical games that keep a variety of players’ interest. The emergence of artificial intelligence systems has evolved computer gaming technology in new and profound ways. Artificial intelligence provides the illusion of intelligence in the behavior of NPCs (Non-Playable-Characters). NPCs are able to use the increased CPU, GPU, RAM, Storage and other bandwidth related capabilities, resulting in very difficult game play for the end user. In many cases, computer abilities must be toned down in order to give the human player a competitive chance in the game. This improves the human player’s perception of fair game play and allows for continued interest in playing. A proper adaptive learning mechanism is required to further this human player’s motivation. During this project, past achievements of adaptive learning on computer chess game play are reviewed and adaptive learning mechanisms in computer chess game play is proposed. Adaptive learning is used to adapt the game’s difficulty level to the players’ skill levels. This adaptation is done using the player’s game history and current performance. The adaptive chess game is implemented through the open source chess game engine Beowulf, which is freely available for download on the internet.
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