This paper presents a scalable approach to crowd simulation that can generate complex and varied simulations by using multiple types of individuals in a crowd. Efficiency is attai...
User satisfaction in computer games seems to be influenced by game balance, the level of challenge faced by the user. This work presents an evaluation, performed by human players,...
Gustavo Andrade, Geber Ramalho, Alex Sandro Gomes,...
Neuroevolution is a promising learning method in tasks with extremely large state and action spaces and hidden states. Recent advances allow neuroevolution to take place in real t...
Chern Han Yong, Kenneth O. Stanley, Risto Miikkula...
Modeling the behavior of Non-Player Characters (NPCs) so that they can act properly in an artificial world is a difficult, yet essential task in the development of modern computer...
We extend the open source Quake 3 Arena code base released by Id Software to include modification friendly code segments, art asset blueprints, external agent control and percepti...
G. Michael Youngblood, Billy Nolen, Michael Ross, ...
Affective reasoning holds great potential for interactive digital entertainment, education, and training. Incorporating affective reasoning into the decision-making capabilities o...
Simulation is a common feature in computer entertainment. However, in computer games simulation and story are often kept distinct by interleaving interactive play and cut scenes. ...
This paper investigates the challenges posed by the application of reinforcement learning to large-scale strategy games. In this context, we present steps and techniques which syn...
Charles A. G. Madeira, Vincent Corruble, Geber Ram...
To save precious time and space, many games and simulations use static terrain and fixed (or random) reconstruction of areas that a player leaves and later revisits. This can resu...