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Intentions and strategies in game-like scenarios

by Wojciech Jamroga, Wiebe Van Der Hoek, Michael Wooldridge - Progress in Artificial Intelligence: Proceedings of EPIA 2005, volume 3808 of Lecture Notes in Artificial Intelligence , 2005
"... In this paper, we investigate the link between logics of games and “mentalistic” logics of rational agency, in which agents are characterized in terms of attitudes such as belief, desire and intention. In particular, we investigate the possibility of extending the logics of games with the notion of ..."
Abstract - Cited by 11 (6 self) - Add to MetaCart
of agents ’ intentions (in the sense of Cohen and Levesque’s BDI theory). We propose a new operator (straσ) that can be used to formalize reasoning about outcomes of strategies in game-like scenarios. We briefly discuss the relationship between intentions and goals in this new framework, and show how

Biased cost pathfinding

by Alborz Geramifard , Pirooz Chubak , Vadim Bulitko - In Proceedings of the Artificial Intelligence and Interactive Digital Entertainment conference , 2006
"... Abstract In this paper we introduce the Biased Cost Pathfinding (BCP) algorithm as a simple yet effective meta-algorithm that can be fused with any single-agent search method in order to make it usable in multi-agent environments. In particular, we focus on pathfinding problems common in real-time ..."
Abstract - Cited by 6 (0 self) - Add to MetaCart
-time strategy games where units can have different functions and mission priorities. We evaluate BCP paired with the A* algorithm in several game-like scenarios. Performance improvement of up to 90% is demonstrated with respect to several metrics.

Real-time Heuristic Search

by unknown authors
"... In this paper we introduce the Biased Cost Pathfinding (BCP) algorithm as a simple yet effective meta algorithm that can be fused with any other single agent search method in order to make it usable in multi-agent environments. In particular, we focus on pathfinding problems common in real-time stra ..."
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-time strategy games where units can have different functions and mission priorities. We evaluate BCP paired with the A * algorithm in several game-like scenarios. Performance improvement of up to 90 % is demonstrated with respect to several metrics.

Game-Like Environments for Nuclear Engineering Education using GECK

by Carl Rytych , Lewis Conley , Hsingtzu Wu , Rizwan-Uddin
"... ABSTRACT Computer games have an enormous potential to grab the undivided attention of kids ranging from 13 to 23 years of age. This paper explores a new game engine called Garden of Eden Creation Kit (GECK) to enhance teaching and content retention of some concepts in nuclear reactor engineering. G ..."
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ABSTRACT Computer games have an enormous potential to grab the undivided attention of kids ranging from 13 to 23 years of age. This paper explores a new game engine called Garden of Eden Creation Kit (GECK) to enhance teaching and content retention of some concepts in nuclear reactor engineering

Let’s Come Together -- Social Navigation Behaviors of Virtual and Real Humans

by Matthias Rehm, Elisabeth André, Michael Nischt , 2005
"... In this paper, we present a game-like scenario that is based on a model of social group dynamics inspired by theories from the social sciences. The model is augmented by a model of proxemics that simulates the role of distance and spatial orientation in human-human communication. By means of proxem ..."
Abstract - Cited by 7 (2 self) - Add to MetaCart
In this paper, we present a game-like scenario that is based on a model of social group dynamics inspired by theories from the social sciences. The model is augmented by a model of proxemics that simulates the role of distance and spatial orientation in human-human communication. By means

A Logic for Reasoning about Rational Agents: Yet Another Attempt

by Nils Bulling, Wojciech Jamroga
"... Abstract. We propose a new version of ATLP (“ATL with plausibility”), a logic for reasoning about the outcome of rational play in game-like scenarios. Unlike in [8], where two different extensions of ATL were used for specifying rationality and reasoning about agents ’ behavior, we now propose that ..."
Abstract - Cited by 1 (1 self) - Add to MetaCart
Abstract. We propose a new version of ATLP (“ATL with plausibility”), a logic for reasoning about the outcome of rational play in game-like scenarios. Unlike in [8], where two different extensions of ATL were used for specifying rationality and reasoning about agents ’ behavior, we now propose

Verification of Games in the Game Description Language

by Ji Ruan, Wiebe van der Hoek, Michael Wooldridge , 2009
"... The Game Description Language (GDL) is a special purpose declarative language for defining games. GDL is used in the AAAI General Game Playing Competition, which tests the ability of computer programs to play games in general, rather than just the ability to play a specific game. Participants in the ..."
Abstract - Cited by 8 (5 self) - Add to MetaCart
in the competition are provided with a previously unknown game specified in GDL, and are required to dynamically and autonomously determine how best to play this game. Recently, there has been much interest in the use of strategic cooperation logics for reasoning about game-like scenarios—the Alternating

Agents Corner Verification of Games in the Game Description Language

by Ji Ruan, Wiebe Van, Der Hoek, Michael Wooldridge
"... The Game Description Language (GDL) is a special purpose declarative language for defining games. GDL is used in the AAAI General Game Playing Competition, which tests the ability of computer programs to play games in general, rather than just the ability to play a specific game. Participants in the ..."
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in the competition are provided with a previously unknown game specified in GDL, and are required to dynamically and autonomously determine how best to play this game. Recently, there has been much interest in the use of strategic cooperation logics for reasoning about game-like scenarios—the Alternating

2University of Prince Edward Island

by Rodrigo Vicencio-moriera, Regan L. M, Carl Gutwin, Scott Bateman, Ca P
"... Aim-assistance techniques have been shown to work for player balancing in 2D environments, but little information exists about how well these techniques will work in a 3D FPS game. We carried out three studies of the performance of five different aim assists in an Unreal-based game world. The assist ..."
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techniques – bullet magnetism and area cursor – worked well in a wide variety of situations. Other techniques that worked well were too perceptible, and some previously-successful techniques did not work well in any game-like scenario. Our studies are the first to provide empirical evidence

Strategy Logics and the Game Description Language

by Wiebe Van, Der Hoek, Ji Ruan, Michael Wooldridge
"... ABSTRACT. The Game Description Language (GDL) is a special purpose declarative language for defining games. GDL is used in the AAAI General Game Playing Competition, which tests the ability of computer programs to play games in general, rather than just to play a specific game. Participants in the c ..."
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in the competition are provided with a game specified in GDL, and then required to play this game. Recently, there has been much interest in the use of strategic cooperation logics for reasoning about game-like scenarios – Alternatingtime Temporal Logic (ATL) is perhaps the best known example. The aim of this paper
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Results 1 - 10 of 296
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