367,429 research outputs found
Learning a Representation of a Believable Virtual Character's Environment with an Imitation Algorithm
In video games, virtual characters' decision systems often use a simplified
representation of the world. To increase both their autonomy and believability
we want those characters to be able to learn this representation from human
players. We propose to use a model called growing neural gas to learn by
imitation the topology of the environment. The implementation of the model, the
modifications and the parameters we used are detailed. Then, the quality of the
learned representations and their evolution during the learning are studied
using different measures. Improvements for the growing neural gas to give more
information to the character's model are given in the conclusion
Human substantia nigra neurons encode unexpected financial rewards
The brain's sensitivity to unexpected outcomes plays a fundamental role in an\ud
organism's ability to adapt and learn new behaviors. Emerging research suggests that\ud
midbrain dopaminergic neurons encode these unexpected outcomes. We used\ud
microelectrode recordings during deep brain stimulation surgery to study neuronal activity in\ud
the human substantia nigra (SN) while patients with Parkinson's disease engaged in a\ud
probabilistic learning task motivated by virtual financial rewards. Based on a model of the ..
The Challenge of Believability in Video Games: Definitions, Agents Models and Imitation Learning
In this paper, we address the problem of creating believable agents (virtual
characters) in video games. We consider only one meaning of believability,
``giving the feeling of being controlled by a player'', and outline the problem
of its evaluation. We present several models for agents in games which can
produce believable behaviours, both from industry and research. For high level
of believability, learning and especially imitation learning seems to be the
way to go. We make a quick overview of different approaches to make video
games' agents learn from players. To conclude we propose a two-step method to
develop new models for believable agents. First we must find the criteria for
believability for our application and define an evaluation method. Then the
model and the learning algorithm can be designed
Pengembangan Virtual Classroom Berbasis Web Learning Pada Mata Pelajaran Bahasa Inggris Untuk Siswa Kelas VII
Web Learning-based Virtual Classroom is a complement and a new learning medium for 8th graders at SMP Negeri 1 Pakis in English Subjects, the subject matter is We got a lot of Histories. Web Learning-based Virtual Classroom is a learning medium that involves student and teacher interactions online that students can use to learn independently. Web Learning-based Virtual Classroom has a how-to guide and has many features that make it easier for students to use it. The purpose of this development is to produce a learning media, and to find out the feasibility of the learning media being developed. The development model used is the Lee & Owens model. Responses were obtained from Media and Material Experts, the development of a Web Learning-based Virtual Classroom for English Subjects received a positive response by material experts and media experts and was suitable for use by students.AbstrakVirtual Classroom berbasis Web Learning menjadi pelengkap dan sebuah media belajar baru bagi siswa kelas 8 di SMP Negeri 1 Pakis dalam mata pelajaran Bahasa Inggris materi We got a lot of Histories. Virtual Classroom berbasis Web Learning adalah media pembelajaran yang melibatkan interaksi siswa dan guru secara online digunakan siswa belajar secara mandiri. Virtual Classroom berbasis Web Learning memiliki panduan cara penggunaan dan punya banyak fitur yang memudahkan siswa saat menggunakannya. Tujuan Pengembangan ini adalah menghasilkan sebuah media pembelajaran, serta mengetahui kelayakan dari media pembelajaran yang dikembangkan. Model pengembangan yang digunakan adalah model Lee & Owens. Tanggapan diperoleh dari Ahli Media dan Ahli Materi, pengembangan Virtual Classroom berbasis Web Learning untuk Mata Pelajaran Bahasa Inggris mendapatkan respon positif oleh ahli materi dan ahli media serta layak digunakan oleh siswa
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