Zobrazeno 1 - 10
of 13
pro vyhledávání: '"Gonzalo Flórez-Puga"'
Autor:
Gonzalo Flórez-Puga, Ismael Sagredo-Olivenza, Pedro A. González-Calero, Marco Antonio Gómez-Martín
Publikováno v:
International Journal of Creative Interfaces and Computer Graphics. 6:38-55
Unity 3D is a widely used middleware for game development, primarily by small studies. In addition to the core technology, a number of extensions or add-ons have been created by third-party developers to provide additional functionality. Nevertheless
Publikováno v:
Expert Systems with Applications. 40:531-542
Building the behaviour for non-player characters in a game is a complex collaborative task among AI designers and programmers. In this paper we present a visual authoring tool for game designers that supports behaviour reuse. We describe a visual edi
Autor:
Pedro Pablo Gómez-Martín, Marco Antonio Gómez-Martín, Gonzalo Flórez-Puga, Pedro A. González-Calero, Belén Díaz-Agudo
Publikováno v:
IEEE Transactions on Computational Intelligence and AI in Games. 1:298-308
Artificial intelligence in games is typically used for creating player's opponents. Manual editing of intelligent behaviors for nonplayer characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist de
Publikováno v:
Case-Based Reasoning Research and Development ISBN: 9783642329852
ICCBR
ICCBR
Building the behaviour for non-player characters in a game is a complex collaborative task among AI designers and programmers. In this paper we present a visual authoring tool for game designers that uses CBR techniques to support behaviour reuse. Ou
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::70fac89cb8e02d9d447b10cb88ee4c23
https://doi.org/10.1007/978-3-642-32986-9_9
https://doi.org/10.1007/978-3-642-32986-9_9
Autor:
Marco Antonio Gómez-Martín, Belén Díaz-Agudo, David Llansó, Pedro A. González-Calero, Gonzalo Flórez-Puga, Pedro Pablo Gómez-Martín
Publikováno v:
Artificial Intelligence for Computer Games ISBN: 9781441981875
Building the behaviour fornon-player characters (NPC) in a game is a collaborative effort betweenAI designers and programmers. Programmers provide to the designers with the building blocks for specifying behaviours in the game, and designers use some
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::aad34ffb17e22b27b24519d07543a761
https://doi.org/10.1007/978-1-4419-8188-2_3
https://doi.org/10.1007/978-1-4419-8188-2_3
Publikováno v:
Lecture Notes in Computer Science ISBN: 9783540855019
ECCBR
ECCBR
Artificial intelligence in games is usually used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPC) of games is a cumbersome task that needs experienced designers. Amongst other activities, they d
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::8ac55a7243cb26fd0c9ea779a53070af
https://doi.org/10.1007/978-3-540-85502-6_12
https://doi.org/10.1007/978-3-540-85502-6_12
Autor:
Sagredo-Olivenza, Ismael, Flórez-Puga, Gonzalo, Gómez-Martín, Marco Antonio, González-Calero, Pedro A.
Publikováno v:
International Journal of Creative Interfaces & Computer Graphics; Jan-Jun2015, Vol. 6 Issue 1, p38-55, 18p
Autor:
Flórez-Puga, Gonzalo, Llansó, David, Gómez-Martín, Marco Antonio, Gómez-Martín, Pedro P., Díaz-Agudo, Belén, González-Calero, Pedro Antonio
Publikováno v:
Artificial Intelligence for Computer Games; 2011, p55-81, 27p
Autor:
Michele Colledanchise, Petter Ögren
Behavior Trees (BTs) provide a way to structure the behavior of an artificial agent such as a robot or a non-player character in a computer game. Traditional design methods, such as finite state machines, are known to produce brittle behaviors when c
Autor:
M. Sebastian E. K. Görg
Sebastian Görg introduces social workflows as a new application domain for Process-Aware Information Systems and draws the design of a social workflow platform that enables private individuals to make use of workflow technology in their everyday liv