This article, assuming that player motivations are the outcome of continuous player-environment interactions, applies the needs framework of Murray (1938) to a computer game and i...
Abstract. Movies and TV are a rich source of diverse and complex video of people, objects, actions and locales "in the wild". Harvesting automatically labeled sequences o...
Timothee Cour, Chris Jordan, Eleni Miltsakaki, Ben...
We present a novel mixed-state dynamic Bayesian network (DBN) framework for modeling and classifying timeseries data such as object trajectories. A hidden Markov model (HMM) of di...
Vladimir Pavlovic, Brendan J. Frey, Thomas S. Huan...
The complexity of AI characters in computer games is continually improving; however they still fall short of human players. In this paper we describe an AI bot for the game Quake ...
Abstract. We continue the recently initiated study of the computational aspects of weak saddles, an ordinal set-valued solution concept proposed by Shapley. Brandt et al. gave a po...
Felix Brandt, Markus Brill, Felix A. Fischer, Jan ...