USARSim: a robot simulator for research and education

S Carpin, M Lewis, J Wang… - … on robotics and …, 2007 - ieeexplore.ieee.org
This paper presents USARSim, an open source high fidelity robot simulator that can be used
both for research and education. USARSim offers many characteristics that differentiate it …

[PDF][PDF] An architecture for integrating plan-based behavior generation with interactive game environments.

RM Young, MO Riedl, M Branly, A Jhala, RJ Martin… - J. Game Dev …, 2004 - researchgate.net
One central challenge for game developers is the need to create compelling behavior for a
game's characters and objects. Most approaches to behavior generation have either used …

Method and system for receiving gesture input via virtual control objects

A Kraver, JP McGinnis, JW Rittenhouse - US Patent 9,852,546, 2017 - Google Patents
Aspects of the present invention provide computer systems, apparatuses, computer-
executable methods and one or more non-transitory computer-readable media for receiving …

Believable and effective AI agents in virtual worlds: Current state and future perspectives

I Umarov, M Mozgovoy - … Journal of Gaming and Computer-Mediated …, 2012 - igi-global.com
The rapid development of complex virtual worlds (most notably, in 3D computer and video
games) introduces new challenges for the creation of virtual agents, controlled by artificial …

Decision making strategies and team efficacy in human-AI teams

I Munyaka, Z Ashktorab, C Dugan, J Johnson… - Proceedings of the ACM …, 2023 - dl.acm.org
Human-AI teams are increasingly prevalent in various domains. We investigate how the
decision-making of a team member in a human-AI team impacts the outcome of the …

An evolutionary transfer reinforcement learning framework for multiagent systems

Y Hou, YS Ong, L Feng… - IEEE Transactions on …, 2017 - ieeexplore.ieee.org
In this paper, we present an evolutionary transfer reinforcement learning framework (eTL) for
develo** intelligent agents capable of adapting to the dynamic environment of multiagent …

Using a genetic algorithm to tune first-person shooter bots

N Cole, SJ Louis, C Miles - Proceedings of the 2004 Congress …, 2004 - ieeexplore.ieee.org
First-person shooter robot controllers (bots) are generally rule-based expert systems written
in C/C++. As such, many of the rules are parameterized with values, which are set by the …

Using a computer game to develop advanced AI

JE Laird - Computer, 2001 - ieeexplore.ieee.org
Building software agents that can survive in the harsh environment of a popular computer
game (Quake II) provides fresh insight into the study of artificial intelligence (AI). Our …

Ovvv: Using virtual worlds to design and evaluate surveillance systems

GR Taylor, AJ Chosak… - 2007 IEEE conference on …, 2007 - ieeexplore.ieee.org
Object video virtual video (OVVV) is a publicly available visual surveillance simulation test
bed based on a commercial game engine. The tool simulates multiple synchronized video …

Pogamut 3 can assist developers in building AI (not only) for their videogame agents

J Gemrot, R Kadlec, M Bída, O Burkert, R Píbil… - Agents for games and …, 2009 - Springer
Many research projects oriented on control mechanisms of virtual agents in videogames
have emerged in recent years. However, this boost has not been accompanied with the …