USARSim: a robot simulator for research and education
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 …
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.
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 …
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 …
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 …
games) introduces new challenges for the creation of virtual agents, controlled by artificial …
Decision making strategies and team efficacy in human-AI teams
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 …
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
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 …
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 …
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 …
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 …
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
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 …
have emerged in recent years. However, this boost has not been accompanied with the …