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Beyond Adversarial: The Case for Game AI as Storytelling
Beyond Adversarial: The Case for Game AI as Storytelling

... In this paper, we argue that the traditional goal of AI in games—to win the game—is not the only, nor the most interesting goal. An alternative goal for game AI is to make the human player’s play experience “better.”AI systems in games should reason about how to deliver the best possible experience ...
Lecture S2: Artificial Intelligence Lecture S2: Artificial Intelligence
Lecture S2: Artificial Intelligence Lecture S2: Artificial Intelligence

... First "chatterbot": program that mimics human conversation. ...
Chapter 1 LET THE GAMES EVOLVE!
Chapter 1 LET THE GAMES EVOLVE!

... We submitted our top evolved player to the online league. At its very first tournament it came in third, later climbing to first place of 28.2 All other 27 programs—defeated by our evolved bot—were written by humans. ...
The Turing test and the 20 Question game
The Turing test and the 20 Question game

Artificial Intelligence in Games - cs.rochester.edu
Artificial Intelligence in Games - cs.rochester.edu

... using the mouse either stroke the creature lovingly or give it one or more strong slaps. The creature’s belief in the how good of an idea that action was will be altered accordingly, just as scolding a child after he does something wrong will make him think twice about doing it again. Simply giving ...
Artificial Intelligence and Computer Games
Artificial Intelligence and Computer Games

... finding and decision making as well as learning. Computer games are a practical application of AI but the discovery of new and better AI techniques comes from the AI research that has been and continues to be conducted. A very small selection of the many available AI research articles is presented. ...
ppt slides
ppt slides

... pass/fail basis) homework assignments you hand in on time. – 1 assignment  Final grade 3 – 2 assignments  Final grade 4 – 3 assignments  Final grade 5 ...
Artificial Intelligence for Adaptive Computer Games
Artificial Intelligence for Adaptive Computer Games

... repository, this increases the authoring burden. Furthermore, random selection begs the question of true interestingness. • Rhetorical objectives: it is possible, even likely, that human-engineered behaviors or strategies do not achieve the game’s objectives adequately, especially in realistic, scal ...
game_des
game_des

... Rev. 1.0 – February 21, 2008 – Initial Version ...
AI-Based Game Design Patterns (camera ready)
AI-Based Game Design Patterns (camera ready)

... character. Yet this opposing AI is often rudimentary because the design of the game does not need more complex AI. The perception of AI as controlling adversaries in turn results in games designed to not need richer and more varied AI. However, there are more roles AI can play. Using AI for controll ...
Kevin_Noonan_AIProject
Kevin_Noonan_AIProject

... With a production system, an RPG or other type of game would be much more interesting because when a rule would be used, a whole new set of rules may come out of it. There could be a lot less rules for a given step than with the other two searches (rules database could grow only based off of what ru ...
A Novel Application of Artificial Intelligence for Computer Games
A Novel Application of Artificial Intelligence for Computer Games

... Computer games are most commonly associated with entertainment. A small but growing faction of researchers are considering the applications of computer game technology to “serious” application such as education, training, advertising, and argumentation. Interactive Narrative also has its serious app ...
ppt slides
ppt slides

... Your goal is the overall survival of your tribe. You gain power to act based on how many people you control. You gain power to heal yourself based on how many friends you ...
Ryan Whitehead Bot Talk In my project, “Bot Talk” we see the
Ryan Whitehead Bot Talk In my project, “Bot Talk” we see the

... In my project, “Bot Talk” we see the change in text bots as they are asked different questions, learn from past conversations and are asked tough questions. First, my project is all about bots. “Bots” or “robots”, are simply artificial intelligence. In this case it is just a bot that can hold a simp ...
Dynamic Learning Approach to Artificial Intelligence Based
Dynamic Learning Approach to Artificial Intelligence Based

... that they are intelligent. Similar species of bots are used in many other FPS games, with similar methods of programming. Bots are usually preprogrammed according to the requirements of a game and play for or against human players. Based on the method of programming, there can be two styles of bots ...
Knowledge Representation - Computer and Information Science
Knowledge Representation - Computer and Information Science

... the symbols to make decisions. For example, how does your tic-tac-toe player decide which move to make next? 3. The problem of tractability looks at how to make decisions about what to do in a reasonable amount of ...
CPSC 699 – Plan One - Critical Junction Software
CPSC 699 – Plan One - Critical Junction Software

... with a rich, immersive, engaging experience and keep them entertained for hours on end. In the typical first-person shooter computer game, bots (robots) are used to provide the user with an interactive experience. It is the game bots that are the agents of the virtual game world, interacting with ot ...
Document
Document

... combination of letters a user plays and any additional score modifiers from the board • Acceptable words are validated by dictionaries designed explicitly for Scrabble ...
Approaching AI for Games
Approaching AI for Games

... why they believed the computer controlled entity to be controlled by a human. When asked the participants what they thought signified a good opponent, an extra dimension to good opponent were brought up, namely fun to play against. The participants explicitly stated that this included that the oppon ...
Decision Making Styles as Deviation from Rational Action: Christoffer Holmg˚ard Julian Togelius
Decision Making Styles as Deviation from Rational Action: Christoffer Holmg˚ard Julian Togelius

... physics, it offers a well suited backdrop for studying ecological decision making under well-known conditions. The testbed allows for a practically infinite number of unique positions and action sequences, ensuring that any two sessions played by humans are unlikely to ever be identical. Though the ...
State Estimation for Game AI Using Particle Filters
State Estimation for Game AI Using Particle Filters

... a system is typically a vector of variables which contains all the relevant information required to describe the system under investigation. We will use the notation x to denote the state vector and xt to denote the state of the system at time t. When a system is fully observable, then the entire st ...
State Estimation for Game AI Using Particle Filters
State Estimation for Game AI Using Particle Filters

... a system is typically a vector of variables which contains all the relevant information required to describe the system under investigation. We will use the notation x to denote the state vector and xt to denote the state of the system at time t. When a system is fully observable, then the entire st ...
iSERVE- An Android Based Artificial Intelligence Emergency CP
iSERVE- An Android Based Artificial Intelligence Emergency CP

... financial, and enterprise services for any user with a cellular data plan [2]. Mobile devices are increasingly becoming an essential part of human life as the most effective and convenient communication tools not bounded by name and place [6]. The research is intended to construct a system that prov ...
Guest Editorial: Special Issue on Computational Aesthetics in Games
Guest Editorial: Special Issue on Computational Aesthetics in Games

... and management and the M.Sc. degree in financial engineering from the Technical University of Crete, Crete, Greece, in 1999 and 2001, respectively, and the Ph.D. degree in informatics from the University of Edinburgh, Edinburgh, U.K., in 2005. Currently, he is an Associate Professor at the IT Univer ...
Artificial Intelligence - Bryn Mawr Computer Science
Artificial Intelligence - Bryn Mawr Computer Science

... checkers, at the same level or better that humans we would we convinced into thinking that it was indeed feasible to think of a computer as a possible candidate for machine intelligence. Some of the earliest demonstrations of AI research included attempts at computer models for playing various games ...
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The Talos Principle

The Talos Principle is a first-person puzzle video game created by the Croatian developer Croteam and published by Devolver Digital. It was simultaneously released on Linux, OS X and Windows on 11 December 2014. It was released for the Android platform on 28 May 2015, and is slated for release on PlayStation 4 on 13 October 2015.The game features a philosophical storyline; it takes its name from Talos, a mechanical man in Greek mythology, the titular ""Talos Principle"" being a fictional materialist term explaining that despite what a philosopher may think, his existence depends on his physical being.
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