Sökning: "Games AI"

Visar resultat 1 - 5 av 9 avhandlingar innehållade orden Games AI.

  1. 1. Exploring Game Design through Human-AI Collaboration

    Författare :Alberto Alvarez; Jose Font; Julian Togelius; Steve Dahlskog; Nancy L Russo; Georgios N. Yannakakis; Malmö universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; Computer Games; Human-AI Collaboration; Mixed-Initiative; Procedural Content Generation; Quality Diversity; Computational Creativity; Interaktionsdesign; Interaktionsdesign;

    Sammanfattning : Game design is a hard and multi-faceted task that intertwines different gameplay mechanics, audio, level, graphic, and narrative facets. Games' facets are developed in conjunction with others with a common goal that makes games coherent and interesting. LÄS MER

  2. 2. Characterising action potential in virtual game worlds applied with the mind module

    Författare :Mirjam Palosaari Eladhari; Michael Mateas; Paul Van Schaik; Clive Fencott; Richard Bartle; Alan Hind; Högskolan på Gotland; []
    Nyckelord :HUMANIORA; HUMANITIES; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Computer games; AI; characterisation; MMO; VGW; characterising action potential;

    Sammanfattning : Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. LÄS MER

  3. 3. Do Non Player Characters dream of electric sheep? : A thesis about Players, NPCs, Immersion and Believability

    Författare :Magnus Johansson; Henricus Verhagen; Robert Ramberg; Ernest Adams; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Social norms; MMOGs; MORPGs; FPS; Clans; Guilds; Rules; NPCs; Games AI; Game Design; Game evaluation tools; Immersion; Believability; Computer and Systems Sciences; data- och systemvetenskap;

    Sammanfattning : This is a thesis that deals with the norms and rules of players playing online games together. It is also a thesis about believability, the current capabilities of non-player characters (NPCs) and the attitudes amongst game developers towards dynamic and systemic games AI. LÄS MER

  4. 4. Characterising action potential in virtual game worlds applied with the mind module

    Författare :Mirjam Palosaari Eladhari; Clive Fencott; Paul Van Schaik; Michael Mateas; Richard Bartle; Alan Hind; Högskolan på Gotland; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; AI; characterisation; MMO; VGW; characterising action potential;

    Sammanfattning : Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. LÄS MER

  5. 5. Facilitation matters : A framework for instructor-led serious gaming

    Författare :Anna-Sofia Alklind Taylor; Per Backlund; Jana Rambusch; Jonas Linderoth; Högskolan i Skövde; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Serious games; serious gaming; game-based training; seriösa spel; spelbaserad träning; Technology; Teknik; Interaction Lab ILAB ; Interaction Lab ILAB ;

    Sammanfattning : This thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. LÄS MER