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FLAIRS
2004
13 years 8 months ago
Agent-based Players for a First-person Entertainment-based Real-time Artificial Environment
The necessity for improved players and opponents in firstperson entertainment-based real-time artificial environments has inspired our research into artificial game players. We em...
G. Michael Youngblood, Lawrence B. Holder
AIED
2011
Springer
12 years 10 months ago
Students' Enjoyment of a Game-Based Tutoring System
Many Intelligent Tutoring Systems (ITSs) have started to incorporate game-based components in an attempt to improve student engagement during system interactions. iSTART-ME is a ne...
G. Tanner Jackson, Natalie L. Davis, Danielle S. M...
ATAL
2009
Springer
14 years 1 months ago
Multiagent learning in large anonymous games
In large systems, it is important for agents to learn to act effectively, but sophisticated multi-agent learning algorithms generally do not scale. An alternative approach is to ļ...
Ian A. Kash, Eric J. Friedman, Joseph Y. Halpern
CEC
2011
IEEE
12 years 7 months ago
Ms Pac-Man versus Ghost Team CEC 2011 competition
ā€”Games provide an ideal test bed for computational intelligence and signiļ¬cant progress has been made in recent years, most notably in games such as GO, where the level of play...
Philipp Rohlfshagen, Simon M. Lucas
AIIDE
2008
13 years 9 months ago
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
Behavior authoring for computer games involves writing behaviors in a programming language and then iteratively refining them by detecting issues with them. The main bottlenecks a...
Suhas Virmani, Yatin Kanetkar, Manish Mehta, Santi...