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Bayesian imitation learning in game characters
International Journal of Intelligent Systems Technologies and Applications, 2007Imitation learning is a powerful mechanism applied by primates and humans. It allows for a straightforward acquisition of behaviours that, through observation, are known to solve everyday tasks. Recently, a Bayesian formulation has been proposed that provides a mathematical model of imitation learning.
Christian Thurau +3 more
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Computers in Entertainment, 2008
Avatars are a commonly used mechanism for representing the player within the world of a game. The avatar forms the main point of interaction between the player and the game, and thus the avatar is an important game design feature. Character-based games combine the concept of an avatar with that of a character, enhancing the avatar with specific ...
Anders Tychsen +2 more
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Avatars are a commonly used mechanism for representing the player within the world of a game. The avatar forms the main point of interaction between the player and the game, and thus the avatar is an important game design feature. Character-based games combine the concept of an avatar with that of a character, enhancing the avatar with specific ...
Anders Tychsen +2 more
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Behavior Design of Game Character's Agent
2010 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology, 2010In human-level simulations, like video games can be, the design of character's behaviors has an important impact on simulation realism. We propose to divide it into a reasoning part, dedicated to a planner, and an individuality part, assigned to an action selection mechanism.
Dujardin, Tony, Routier, Jean-Christophe
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A platform for evolving characters in competitive games
Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753), 2005Entertainment software developers face significant challenges. In designing games with broad appeal. One of the challenges concerns creating lifelike nonplayer characters that can adapt their behavior in light of the current and prospective situation.
David B. Fogel +2 more
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Motion creation for online game characters
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, 2006The character creation that creates the player's characters has been adopted in various online games. It has an important role of creating unique characters. Although the creation of the body shape, the skin color and the hairstyle has been achieved, motion creation hasn't.
Atsushi Nakano, Junichi Hoshino
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Emotion-Based Synthetic Characters in Games
2008 Fourth International Conference on Natural Computation, 2008An emotion-based synthetic character (ESC) is proposed to enhance game entertainment and to highly personalize human-machine communication in games. The model of the ESC integrates emotional system with attention, intention and facial expression system.
Xiangyang Huang, Yan Peng
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Spoken Communication with Computer Game Characters
Third International Conference on Information Technology and Applications (ICITA'05), 2005This paper explores the characteristics of a new language for communication with game characters. This new language is called game pidgin language (GPL) (Rudra et al., 2003). A GPL is a sub-class of computer pidgin language (CPL) (Hinde and Belrose) which is a new spoken language taught to the game player and is efficient for dialogues with the ...
Tarashankar Rudra +2 more
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Player Character Engagement in Computer Games
Games and Culture, 2011This article argues how players can control a player character influence interpretation and facilitate engagement within a game. Engagement with player characters can be goal-related or empathic, where goal-related engagement depends on affects elicited by goal-status evaluations whereas characters facilitate empathic engagement.
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2015
This chapter is all about our three characters and the many systems related to them. During the course of this chapter, I will cover subjects such as the stat system that we will use for our game, a list of weapons and armor that will be available, and a way for the player to pick which character he/she would like to use.
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This chapter is all about our three characters and the many systems related to them. During the course of this chapter, I will cover subjects such as the stat system that we will use for our game, a list of weapons and armor that will be available, and a way for the player to pick which character he/she would like to use.
openaire +1 more source
Synthesizing Movements for Computer Game Characters
2004Recent findings in biological neuroscience suggest that the brain learns body movements as sequences of motor primitives. Simultaneously, this principle is gaining popularity in robotics, computer graphics and computer vision: movement primitives were successfully applied to robotic control tasks as well as to render or to recognize human behavior.
Christian Thurau +2 more
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