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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
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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<br>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
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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
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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.<br>Att utveckla AI (Artificiell Intelligence) i spel kan vara en hård och utmanande uppgift. Ibland är det önskvärt att skapa beteen
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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. H
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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 impl
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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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<p> 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. </p><p> 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 ce
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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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<p> 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. <i> Macro</i> and <i>micro</i> 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 aga
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10

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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<p>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
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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 Si
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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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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-06-06T12:05:21Z No. of bitstreams: 1 Alberto Cabral Fusaro.pdf: 927659 bytes, checksum: ef5aba7d663a9eee92192d1756b51a25 (MD5)<br>Made available in DSpace on 2018-06-06T12:05:21Z (GMT). No. of bitstreams: 1 Alberto Cabral Fusaro.pdf: 927659 bytes, checksum: ef5aba7d663a9eee92192d1756b51a25 (MD5) Previous issue date: 2018-04-02<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>Our investigation fits into a branch of Artificial Intelligence research, namely the Weak AIs subset, aiming to figure out the way t
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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 skill
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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 pre
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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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Submitted by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T19:01:00Z No. of bitstreams: 1 449037.pdf: 5977234 bytes, checksum: 62769081b2ec075baad72bc603f714dd (MD5)<br>Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T20:25:35Z (GMT) No. of bitstreams: 1 449037.pdf: 5977234 bytes, checksum: 62769081b2ec075baad72bc603f714dd (MD5)<br>Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T20:27:25Z (GMT) No. of bitstreams: 1 449037.pdf: 5977234 bytes, checksum: 62769081b2ec075baad72bc603f714dd (
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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 p
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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 the
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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 no
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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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<p>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 dis
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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 ac
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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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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 automatique
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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 p
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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 disci
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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 recor
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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-l
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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 intel
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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 Observa
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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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<p> 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 Logist
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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 certai
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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 facto
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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 a
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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 qu
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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 i
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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 ex
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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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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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<p>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.</p><p>The aim of this project is to evaluate how a
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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 w
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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 stat
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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
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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 d
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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 th
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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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Made available in DSpace on 2016-03-15T19:37:54Z (GMT). No. of bitstreams: 1 ROBSON DE SOUZA RESENDE.pdf: 2714506 bytes, checksum: 884845704d6b6de5a56566f61d611b90 (MD5) Previous issue date: 2015-02-11<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>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 teachi
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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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SILVA. "Otimização de pathfinding em GPU." Universidade Federal de Pernambuco, 2013. https://repositorio.ufpe.br/handle/123456789/18293.

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Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2017-02-13T13:05:50Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação-Mestrado-Adônis_Tavares-digital.pdf: 1967837 bytes, checksum: 2d0c23ab20f389f08ae9964b086b5f9f (MD5)<br>Made available in DSpace on 2017-02-13T13:05:50Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação-Mestrado-Adônis_Tavares-digital.pdf: 1967837 bytes, checksum: 2d0c23ab20f389f08ae9964b086b5f9f (MD5) Previous issue date: 2013-08-3
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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 usin
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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
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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 constru
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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 diffic
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