Dissertations / Theses on the topic 'Artificial Intelligence on games'
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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.
Full textKARLSSON, 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.
Full textEdlund, 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.
Full textHedberg, 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.
Full textAllis, 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.
Full textSaini, 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.
Full textNilsson, 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.
Full textWei, Ermo. "Learning to Play Cooperative Games via Reinforcement Learning." Thesis, George Mason University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13420351.
Full textLiu, Siming. "Evolving effective micro behaviors for real-time strategy games." Thesis, University of Nevada, Reno, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3707862.
Full textStene, 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.
Full textLindstam, 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.
Full textFusaro, Alberto Cabral. "Inteligência artificial e a ilusão do percepto afetivo." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21112.
Full textMehta, Manish. "Construction and adaptation of AI behaviors in computer games." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/42724.
Full textStallwood, 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/.
Full textFERREIRA, Nivia Barboza. "Design de emergência em games." Universidade Anhembi Morumbi, 2017. http://sitios.anhembi.br/tedesimplificado/handle/TEDE/1683.
Full textScott, Gavin. "Complementary Companion Behavior in Video Games." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1744.
Full textSaffidine, Abdallah. "Solving Games and All That." Phd thesis, Université Paris Dauphine - Paris IX, 2013. http://tel.archives-ouvertes.fr/tel-01022750.
Full textBåtelsson, 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.
Full textPersson, 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.
Full textEriksson, 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.
Full textEriksson, 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.
Full textSoler, Julien. "Orion, a generic model for data mining : application to video games." Thesis, Brest, 2015. http://www.theses.fr/2015BRES0035/document.
Full textSirin, 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.
Full textGulcehre, Caglar. "Two Approaches For Collective Learning With Language Games." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613109/index.pdf.
Full textSatish, 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.
Full textLundström, 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.
Full textSephton, 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/.
Full textWood, Mark A. "An agent-independent task learning framework." Thesis, University of Bath, 2008. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.492246.
Full textValenzuela, 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.
Full textMahdi, Ghulam. "Level of Detail in Agent Societies in Games." Thesis, Montpellier 2, 2013. http://www.theses.fr/2013MON20002/document.
Full textÖberg, 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.
Full textJames, Brian L. "Predicting Human Behavior in Repeated Games with Attitude Vectors." BYU ScholarsArchive, 2021. https://scholarsarchive.byu.edu/etd/9239.
Full textGaspareto, 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.
Full textGaudl, 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.
Full textOlofsson, 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.
Full textGoeringer, 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.
Full textKorchnak, Joseph Brian Jr. "Implementation of Probabilistic Smart Terrain in Unity." Youngstown State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1516981582370547.
Full textívarsson, 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.
Full textAnguelov, Bobby. "Video game pathfinding and improvements to discrete search on grid-based maps." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/22940.
Full textFörster, 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.
Full textFischer, 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.
Full textLaviers, 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.
Full textRenman, 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.
Full textResende, 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.
Full textTomečko, 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.
Full textSILVA. "Otimização de pathfinding em GPU." Universidade Federal de Pernambuco, 2013. https://repositorio.ufpe.br/handle/123456789/18293.
Full textLiljekvist, 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.
Full textBenda, 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.
Full textSchiffel, 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.
Full textPeiravi, Mehdi. "THE DESIGN AND IMPLEMENTATION OF AN ADAPTIVE CHESS GAME." CSUSB ScholarWorks, 2015. https://scholarworks.lib.csusb.edu/etd/228.
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