نتایج جستجو برای: computer game

تعداد نتایج: 660538  

2005
Marc Ponsen Héctor Muñoz-Avila Pieter Spronck David W. Aha

The decision-making process of computer-controlled opponents in video games is called game AI. Adaptive game AI can improve the entertainment value of games by allowing computer-controlled opponents to fix weaknesses automatically in the game AI, and to respond to changes in human-player tactics. Dynamic scripting is a reinforcement learning approach to adaptive game AI that learns, during game...

2000
Jaana Leikas Antti Väätänen Veli-Pekka Räty

Traditionally computer games are played with a keyboard and a mouse or a joystick. The playing relies mainly on visual and auditory senses. Tactile or haptic user interfaces and natural movements of the human being, e.g. running, are seldom utilised in computer games. The Lumetila project (Virtual Space – User Interfaces of the Future) aims at developing a "natural" user interface in a computer...

2004
Georgios N. Yannakakis John Hallam

In this paper we present experiments on neuroevolution mechanisms applied to predator/prey multi-character computer games. Our test-bed is a computer game where the prey (i.e. player) has to avoid its predators by escaping through an exit without getting killed. By viewing the game from the predators’ (i.e. opponents’) perspective, we attempt off-line to evolve neural-controlled opponents, whos...

Journal: :IJGC 2010
Stella C. Chiemeke Yetunde Folajimi

The world of today has undergone a technological revolution that has drastically transformed society. The world is now accessible to every age group. One common application of modern computing among the younger generation is computer games. Although there are some advantages, many researchers have shown that they may be somewhat harmful to the growth and development of children. In this paper, ...

2005
Jay Bradley Gillian Hayes

Group utility functions are an extension of the common team utility function for providing multiple agents with a common reinforcement learning signal for learning cooperative behaviour. In this paper we describe what group utility functions are and suggest using them to provide non-player computer game character behaviours. As yet, reinforcement learning techniques have very rarely been used f...

2000
Deborah Michelle Patrick

This project investigates how feasible it is to model and render snow in a three-dimensional environment, which could be added to a computer game to enhance its graphics. Falling snow and its collection are designed using particle systems, collision detection and surface modelling. We implement falling snow that appears relatively realistic using OpenGL and a particle system API. The feasibilit...

2014
Uwe Terton Ian White

The researchers developed a computer-based educational game which challenges children to interact with the natural environment through physical exploration and experimentation. The researchers’ project seeks to counteract the negative behaviours associated with excessive computer game play amongst children 8 to 12 years old. By leveraging the positive learning outcomes that can be achieved thro...

2004
Troels L. Andersen Sune Kristensen Bjørn W. Nielsen Kaj Grønbæk

This paper discusses the design of BattleBoard 3D (BB3D) which is an ARToolkit based game prototype, featuring the use of LEGO bricks for the physical and digital pieces. BB3D is a novel type of an AR game augmenting traditional board games with features from computer games. The initial experiments involving kids indicate that it is promising with respect to add computer game excitement to boar...

2008
Yavuz Inal Türkan Karakus Kursat Cagiltay

Challenges of designing an educational game cause an ongoing debate that while one side proposes ludology as the key for a computer game, other side proposes narratology as the most important part of game environment. Ludologic attributes of games have been preferred more than narrative ones. However, results of studies attempted to reveal importance of narrative structures and storytelling for...

2007
Anker Helms Jørgensen

This paper reports on the development of Nimbi, which is an early computer game implemented at the Danish Computer Company Regnecentralen in 1962-63. Nimbi is a variant of the ancient game Nim. The paper traces the primary origins of the development of Nimbi. These include a mathematical analysis from 1901 of Nim that “killed the game” as the outcome could be predicted quite easily; the desire ...

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