Zobrazeno 1 - 10
of 31
pro vyhledávání: '"Marco Antonio Gómez-Martín"'
Autor:
Pedro A. González-Calero, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Ismael Sagredo-Olivenza
Publikováno v:
IEEE Transactions on Games. 11:5-14
Programming by demonstration (PbD) has a straightforward application in the development of the artificial intelligence (AI) for nonplayer characters (NPCs) in a video game: a game designer controls the NPC during a training session in the game, and t
Autor:
Pedro Pablo Gómez-Martín, Antonio A. Sánchez-Ruiz, Marco Antonio Gómez-Martín, Guillermo Jiménez-Díaz
Publikováno v:
AI Communications. 30:223-234
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
Autor:
Pedro Pablo Gómez-Martín, Ismael Sagredo-Olivenza, Marco Antonio Gómez-Martín, Pedro A. González-Calero
Publikováno v:
Advances in Computational Intelligence ISBN: 9783319591469
IWANN (2)
IWANN (2)
Creating the behavior for non-player characters in video games is a complex task that requires the collaboration among programmers and game designers.
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::e89dd9b6c5d3cfc2576c1b8b1b2dd2d0
https://doi.org/10.1007/978-3-319-59147-6_59
https://doi.org/10.1007/978-3-319-59147-6_59
Autor:
Guillermo Jiménez-Díaz, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Antonio A. Sánchez-Ruiz
Publikováno v:
Case-Based Reasoning Research and Development ISBN: 9783319610290
ICCBR
ICCBR
Online judges are online repositories with hundreds or thousands of programming exercises or problems. They are very interesting tools for learning programming concepts, but novice users tend to feel overwhelmed by the large number of problems availa
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::365e5f43844dbab4d4d4eaf388ff6348
https://doi.org/10.1007/978-3-319-61030-6_22
https://doi.org/10.1007/978-3-319-61030-6_22
Autor:
Pedro A. González-Calero, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Ismael Sagredo-Olivenza
Publikováno v:
Advances in Artificial Intelligence: From Theory to Practice ISBN: 9783319600444
IEA/AIE (2)
IEA/AIE (2)
Creating the behavior for non-player characters (NPCs) in video games is a complex task that requires the collaboration among programmers and game designers. Usually these game designers are responsible of configuring and fine tuning certain paramete
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::f5d3b33ce378ae843980df8ec3f8a6a9
https://doi.org/10.1007/978-3-319-60045-1_5
https://doi.org/10.1007/978-3-319-60045-1_5
Autor:
Pedro Pablo Gómez Martín, Guillermo Jiménez-Díaz, Marco Antonio Gómez Martín, Antonio A. Sánchez-Ruiz
Publikováno v:
Case-Based Reasoning Research and Development ISBN: 9783319470955
ICCBR
ICCBR
Online judges are online systems that test programs in programming contests and practice sessions. They tend to become big problem live archives, with hundreds, or even thousands, of problems. This wide problem statement availability becomes a challe
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::97d62eb3638341e5387effb18345756c
https://doi.org/10.1007/978-3-319-47096-2_14
https://doi.org/10.1007/978-3-319-47096-2_14
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:
Entertainment Computing-ICEC 2015 ISBN: 9783319245881
ICEC
Lecture Notes in Computer Science
14th International Conference on Entertainment Computing (ICEC)
14th International Conference on Entertainment Computing (ICEC), Sep 2015, Trondheim, Norway. pp.496-501, ⟨10.1007/978-3-319-24589-8_46⟩
ICEC
Lecture Notes in Computer Science
14th International Conference on Entertainment Computing (ICEC)
14th International Conference on Entertainment Computing (ICEC), Sep 2015, Trondheim, Norway. pp.496-501, ⟨10.1007/978-3-319-24589-8_46⟩
Part 3: Posters; International audience; The design of the behavior of non-player characters (NPCs) in a game is a collaborative task between programmers and designers. Nevertheless this collaboration is an open problem since the limits, responsibili
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::b71a7506b293f5c1fa4dfd46751b8be4
https://doi.org/10.1007/978-3-319-24589-8_46
https://doi.org/10.1007/978-3-319-24589-8_46
The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration ofacademic AI te