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Non-player character decision-making in computer games
One of the most overlooked challenges in artificial intelligence (AI) for computer games is to
create non-player game characters (NPCs) with human-like behavior. Modern NPCs …
create non-player game characters (NPCs) with human-like behavior. Modern NPCs …
[HTML][HTML] A survey of behavior trees in robotics and ai
Abstract Behavior Trees (BTs) were invented as a tool to enable modular AI in computer
games, but have received an increasing amount of attention in the robotics community in the …
games, but have received an increasing amount of attention in the robotics community in the …
[KSIĄŻKA][B] Behavior trees in robotics and AI: An introduction
M Colledanchise, P Ögren - 2018 - taylorfrancis.com
Behavior Trees (BTs) provide a way to structure the behavior of an artificial agent such as a
robot or a non-player character in a computer game. Traditional design methods, such as …
robot or a non-player character in a computer game. Traditional design methods, such as …
Towards a unified behavior trees framework for robot control
This paper presents a unified framework for Behavior Trees (BTs), a plan representation and
execution tool. The available literature lacks the consistency and mathematical rigor …
execution tool. The available literature lacks the consistency and mathematical rigor …
A panorama of artificial and computational intelligence in games
This paper attempts to give a high-level overview of the field of artificial and computational
intelligence (AI/CI) in games, with particular reference to how the different core research …
intelligence (AI/CI) in games, with particular reference to how the different core research …
Towards blended reactive planning and acting using behavior trees
In this paper, we show how a planning algorithm can be used to automatically create and
update a Behavior Tree (BT), controlling a robot in a dynamic environment. The planning …
update a Behavior Tree (BT), controlling a robot in a dynamic environment. The planning …
The mario ai benchmark and competitions
This paper describes the Mario AI benchmark, a game-based benchmark for reinforcement
learning algorithms and game AI techniques developed by the authors. The benchmark is …
learning algorithms and game AI techniques developed by the authors. The benchmark is …
Learning of behavior trees for autonomous agents
In this paper, we study the problem of automatically synthesizing a successful behavior tree
(BT) in an a priori unknown dynamic environment. Starting with a given set of actions, a …
(BT) in an a priori unknown dynamic environment. Starting with a given set of actions, a …
[KSIĄŻKA][B] Natural computing algorithms
The field of natural computing has been the focus of a substantial research effort in recent
decades. One particular strand of this concerns the development of computational …
decades. One particular strand of this concerns the development of computational …
Evolutionary learning of interpretable decision trees
In the last decade, reinforcement learning (RL) has been used to solve several tasks with
human-level performance. However, there is a growing demand for interpretable RL, ie …
human-level performance. However, there is a growing demand for interpretable RL, ie …