Sciweavers

206 search results - page 13 / 42
» AI EDAM at 20: Artificial intelligence in designing
Sort
View
CCIA
2010
Springer
13 years 2 months ago
cOncienS: Organizational Awareness in Real-Time Strategy Games
The implementation of AI in commercial games is usually based on low level designs that makes the control predictable, unadaptive, and non reusable. Reorithms such as HTN or GOAP p...
Sergio Álvarez-Napagao, Ignasi Gómez...
AIIDE
2007
13 years 10 months ago
Automatic Design of Balanced Board Games
AI techniques are already widely used in game software to provide computer-controlled opponents for human players. However, game design is a more-challenging problem than game pla...
Joe Marks, Vincent Hom
AI
1999
Springer
13 years 7 months ago
Cooperation without Deliberation: A Minimal Behavior-based Approach to Multi-Robot Teams
While terminology and some concepts of behavior-based robotics have become widespread, the central ideas are often lost as researchers try to scale behavior to higher levels of co...
Barry Brian Werger
FLAIRS
2009
13 years 5 months ago
Making User-Defined Interactive Game Characters BEHAVE
With the most resource intensive tasks in games offloaded to special purpose processors, game designers now have the opportunity to build richer characters using more complex AI t...
Frederick W. P. Heckel, G. Michael Youngblood, D. ...
HCI
2009
13 years 5 months ago
Augmenting Sticky Notes as an I/O Interface
The design and implementation of systems that combine both the utilities of the digital world as well as intrinsic affordances of traditional artifacts are challenging. In this pap...
Pranav Mistry, Pattie Maes