Anytime learning and adaptation of structured fuzzy behaviors
Adaptive Behavior - Special issue on environment structure and behavior
Real-time rendering
The Inventor Mentor: Programming Object-Oriented 3d Graphics with Open Inventor, Release 2
The Inventor Mentor: Programming Object-Oriented 3d Graphics with Open Inventor, Release 2
Reinforcement learning with selective perception and hidden state
Reinforcement learning with selective perception and hidden state
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Advanced 3D Game Programming All in One
Advanced 3D Game Programming All in One
Classifier fitness based on accuracy
Evolutionary Computation
The design and implementation of SAMIR
KES'05 Proceedings of the 9th international conference on Knowledge-Based Intelligent Information and Engineering Systems - Volume Part II
Technical Section: Realistic modeling of spectator behavior for soccer videogames with CUDA
Computers and Graphics
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Extensive simulation of sensory perception for NPCs (Non Playing Characters) or bots in 3D games has been quite rare if not absent until recently. However, a few games have proven that proper simulation of senses can lead to interesting and novel gameplay, and it is likely that the trend towards more sophisticated simulation will continue. In this paper we analyze the existing techniques to simulate virtual senses, highlight their weaknesses and propose some ideas to improve over the main existing approaches. The work presented here is part of an ongoing research on 3D learning characters, funded by the RMIT Emerging Researchers Grant.