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Expressive AI: Games and Artificial Intelligence
Expressive AI: Games and Artificial Intelligence

... Two important aspects to notice in the design are the variation of behavior across ghosts (different characters) and across time (different modes). The different personalities for the visually distinct ghosts opens the possibility for interesting multighost behavior patterns, such as the tense but o ...
Games Presentation - Villanova University
Games Presentation - Villanova University

... Some games to explore ...
The Development of AI
The Development of AI

... Eliza was one of the first attempts to write a program which could hold a conversation with a human. It was written by Joseph Weizenbaum in 1966 and is still popular today. The intention was to create a computer psychologist that could respond to people’s problems by talking them through. ...
Opponent Modelling in Heads-Up Poker
Opponent Modelling in Heads-Up Poker

... cards. This means within the 100 most probable hands the predicted hole cards shares on average 1.55 nodes with the real hole cards. A value of 1.55 implies that half of the time an second node is shared, which in Fig. 1 is equal to the correct type of hand, e.g. a pair, a straight, et cetera. Compa ...
Generating Sokoban Puzzle Game Levels with Monte
Generating Sokoban Puzzle Game Levels with Monte

... the board. At any node, the following actions are possible in the search tree: 1. Delete obstacles: Initially, only the obstacle tiles surrounding the agent are available for deletion. Once there is an empty tile, its surrounding obstacle tiles can also be turned into an empty tile (this progressive ...
Using Emergent Behavior to Improve AI in Video Games
Using Emergent Behavior to Improve AI in Video Games

... leaves pheromones behind, so that other aliens might find the player (or that the alien itself might find the way back to the player). The pheromones contain a direction, which points towards the player in order for the aliens to know which way to follow the trail. As the alien is running away from ...
Report
Report

... need to consider all the conditions and code for them. Once getting goal check function working then it was easy to code for evaluation function. Then the hardest part was creating successors. During the creation of the successors, I need to consider all the attributes such as where it should be a m ...
Artificial Intelligence - Computer Science Department at Princeton
Artificial Intelligence - Computer Science Department at Princeton

... Idea of programming computers for "intelligent" behavior. First suggested by--who else?--Alan Turing, 1950. ...
Document
Document

... Being able to model others is only part of the solution. Good players find it easy to model opponents who never bluff. Bluffing purely at random (say 5% of hands) has a problem: in some cases opponents can know for certain you cannot win, avoid bluffing at such a time. Keeping raising when bluffing ...
artificial intelligence for 3d path finding
artificial intelligence for 3d path finding

... the results are generally easy to evaluate. Not only has AI found its way into computer games, the way it is being incorporated in games has becomes different over the years too. Traditionally, AI was always left till the last stage in a game’s development cycle as most programmers know that it is a ...
Reinforcement Learning (RL) --- Intro
Reinforcement Learning (RL) --- Intro

... operators that lead from one State to one or more Successor states with a possible operator Cost. The State space can be exponentially large but is in principle Known. The difficulty was finding the right path (sequence of moves). This problem solved by searching through the various alternative sequ ...
Reinforcement learning (Part I, intro)
Reinforcement learning (Part I, intro)

... Let’s try to come up with a strategy…What do we need to do? ...
Strong AI – can machines really think
Strong AI – can machines really think

... Similar thing happened when AI was born in the early 1950’s. Philosophers debated about very fundamental and important questions like – “Can machines think?”, “Is AI possible?” etc. ...
Document
Document

... most advance AI in an FPs even by today’s standards.(IMHO)  Created its out path node system procedurally for each host. Saved its own weights in a text based file.  Given enough time it would eventually beat anyone. Bad: It was very costly to run more than 2-3 at the time given restrictions of ha ...
An Introduction to Monte Carlo Techniques in Artificial Intelligence
An Introduction to Monte Carlo Techniques in Artificial Intelligence

... only rolls with no 1s. How many dice should be rolled so as to minimize the expected number of turns to reach a goal score? ...
Artificial intelligence Problem List some human abilities, which
Artificial intelligence Problem List some human abilities, which

... Can a machine solve mathematical problems or prove theorems automatically? Are there computer programs which find solution strategies for puzzles? Can one reconstruct a city in three dimensional form, from a movie taken from an airplane? Can a machine read a mathematical formula written by hand on a ...
Artificial Inteligance
Artificial Inteligance

... limit the AI’s skill. Games developers can’t release games with NPC’s above the level of human skill. (The game would be unplayable). The Artificial Intelligence has a responsibility to challenge the players, and also follow at set of commands after players have triggered them. For example early ver ...
Slides
Slides

... equivalent computing power  With sufficient technology, it will someday be possible to create machines that have the same type of capabilities as humans  However, Strong AI's reduction of consciousness into an algorithm is difficult for many to accept ...
Evolving Artificial Neural Networks Applied to Generate Virtual
Evolving Artificial Neural Networks Applied to Generate Virtual

... the BotPrize competition environment and testing protocol as First-person observer method for assessing believability. We ran a total of 20 matches conducted during 5 sessions of 1 hour each. Matches last for 15 minutes and 4 different maps have been used per session, counterbalancing level maps acr ...
The role of AI in Interactive Fiction - The Case of
The role of AI in Interactive Fiction - The Case of

... The approach I am working on now is based on an assumption that all games have some sort of artificial intelligence (AI) as an integral part of their structure, and than an analysis of the AI of markedly different games can lead us to greater insight into the nature of games in particular and intera ...
computer games
computer games

... Development – actually implements the theory as an AI software module Application – places the AI module into the game software to get it to solve the problem ...
13.1 only
13.1 only

... behaving in an intelligent manner, while it’s really just imitating behaviour. This might be true, but notice that when a parrot talks, or a horse counts, or a pet obeys our instructions, or a child imitates its parents we take all of these things to be signs of ...
Interactive video games
Interactive video games

... •The ghosts in Pac-Man could easily be implemented as a finite state machine ...
[PDF]
[PDF]

... devices with different operating system. Code developing and system testing were applied after respectively, then design user interface and composite processing to collect results on the smart devices.The resultof samples was shown that A-star pathfinding is better than waypoint algorithm under the ...
The IJCAI-09 Workshop on General Game Playing
The IJCAI-09 Workshop on General Game Playing

... game-playing agents capable of matching wits with the strongest humans in the world, resulting in several success stories for games like e.g. chess and checkers. The success of such systems has been for a part due to years of relentless knowledge-engineering effort on behalf of the program developer ...
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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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