1,319 research outputs found

    Improving games AI performance using grouped hierarchical level of detail

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    Computer games are increasingly making use of large environments; however, these are often only sparsely populated with autonomous agents. This is, in part, due to the computational cost of implementing behaviour functions for large numbers of agents. In this paper we present an optimisation based on level of detail which reduces the overhead of modelling group behaviours, and facilitates the population of an expansive game world. We consider an environment which is inhabited by many distinct groups of agents. Each group itself comprises individual agents, which are organised using a hierarchical tree structure. Expanding and collapsing nodes within each tree allows the efficient dynamic abstraction of individuals, depending on their proximity to the player. Each branching level represents a different level of detail, and the system is designed to trade off computational performance against behavioural fidelity in a way which is both efficient and seamless to the player. We have developed an implementation of this technique, and used it to evaluate the associated performance benefits. Our experiments indicate a significant potential reduction in processing time, with the update for the entire AI system taking less than 1% of the time required for the same number of agents without optimisation

    Child-centred Indicators for Violence Prevention: Summary Report on a Living Lab in the City of Valenzuela, Philippines

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    In 2015, world leaders made a commitment to end all forms of violence against children by 2030, as part of the Sustainable Development Goals (SDGs). To achieve the aspirations of the SDG global targets, Governments set targets, taking into account national circumstances, to reduce children’s risk and be responsive to local contexts. Prevention and response efforts need to be grounded in the best available evidence to achieve measurable reductions in violence, and if the needs of children are to be foregrounded, strategies to end violence must respect not only children’s protection rights but also their participation rights. Moreover, it is critical that the processes for monitoring and measuring impacts centre children’s needs, aspirations and experiences. If children themselves report that violence is reducing in their personal lives, in their communities and in their countries, we will know that efforts to address violence, abuse and neglect are succeeding. This report describes a project undertaken in collaboration with End Violence, the City of Valenzuela, the Young and Resilient Research Centre and other partners to develop child-centred indicators for violence prevention in the City of Valenzuela in greater Manila, Philippines. Child and adult stakeholders worked together in a series of 14 participatory workshops to creatively explore children’s experiences and perceptions of violence, to map their aspirations for change, to ideate strategies for addressing violence in their communities, and to develop child-centred indicators against which violence reduction can be measured. This project found that children’s perspectives are a vital resource for efforts to localise INSPIRE strategies and that the deployment of child-centred indicators usefully augments and complements the INSPIRE measurement framework. Beyond the City of Valenzuela, there is opportunity to scale the use of these child-centred indicators to other parts of the Philippines and globally. The report also offers reflections on the key strengths and limitations of the Living Lab process for engaging a wide range of stakeholders, including children themselves, in the project of ending violence against children

    Military carrier choice during the Covid-19 pandemic in Hungary

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    Covid-19 pandemic has changed availability of reasonable jobs. To avoid joblessness, many young adults selected military service in Hungary. The aim of this research was to study their motivation, their individual needs and the way they think about the military forces. In this study, half-structured, focus group interviews with standard questions have been qualitatively analyzed by applying the Grounded Theory (GT) method. Three levels of coding were applied: open (basic), axial and selective coding. This process resulted in fewer codes representing larger categories leading to a final concentrated overview of the interviews. Three selective codes (Enrollment, Pathfinding, Fulfillment), and many sub-codes were identified. We could establish that the effect of the Covid-19 pandemic for the military career-choice really can be detected in many individuals. The military force offers for them safe, predictable existence and career image, in which, in addition to continuous learning and development, teamwork and camaraderie provides major motivations

    Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191)

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    This report documents the program and the outcomes of Dagstuhl Seminar 12191 "Artificial and Computational Intelligence in Games". The aim for the seminar was to bring together creative experts in an intensive meeting with the common goals of gaining a deeper understanding of various aspects of artificial and computational intelligence in games, to help identify the main challenges in game AI research and the most promising venues to deal with them. This was accomplished mainly by means of workgroups on 14 different topics (ranging from search, learning, and modeling to architectures, narratives, and evaluation), and plenary discussions on the results of the workgroups. This report presents the conclusions that each of the workgroups reached. We also added short descriptions of the few talks that were unrelated to any of the workgroups

    'Ephemerality’ in game development: opportunitiees and challenges

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    Ephemeral Computation (Eph-C) is a newly created computation paradigm, the purpose of which is to take advantage of the ephemeral nature (limited lifetime) of computational resources. First we speak of this new paradigm in general terms, then more specifically in terms of videogame development. We present possible applications and benefits for the main research fields associated with videogame development. This is a preliminary work which aims to investigate the possibilities of applying ephemeral computation to the products of the videogame industry. Therefore, as a preliminary work, it attempts to serve as the inspiration for other researchers or videogame developers.Universidad de MĂĄlaga. Campus de Excelencia Internacional AndalucĂ­a Tech

    Agent-based simulation of consumer occupancy distribution in shopping centers

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    Where are the most frequented areas inside a shopping center? The answer to this question can help us find the optimal places to put advertisement, set its price, or even optimize the locations of the stores. This dissertation studies the applicability of simulation techniques to the clients’ circulation inside a shopping center. For that a software capable of integrating the various techniques and showing the results of the simulations is built. We use the agent-based simula-tions where the consumers will be emulated by autonomous entities called agents who have a set of characteristics and behaviors that support their decisions. The navigation of the agents inside the shopping center and the search for the best path is done by the A* algorithm. To show the distribution of the occupancy of the consumers within the shopping center, heat maps are used with a color scale ranging from yellow, meaning less frequented areas, to red, meaning the most frequented areas. This software not only proved to be able to find the most fre-quented areas, but also find them for the various segments of the population, which allow us to know what segment of the population should the advertisement, of the different areas of the shopping center, target.Quais sĂŁo as ĂĄreas mais frequentadas dentro de um centro comercial? A resposta para esta pergunta pode-nos ajudar a encontrar os sĂ­tios Ăłptimos para se colocar publicidade, definir o seu custo, e atĂ© ajudar a optimizar a localização das lojas. Esta dissertação estuda a aplicabilidade de tĂ©cnicas de simulação Ă  circulação de clientes dentro de um centro comercial. Para isso Ă© construĂ­do um software que seja capaz de integrar as vĂĄrias tĂ©cnicas e apresentar os resultados no final das simulaçÔes. É usada a simulação baseada por agentes onde os con-sumidores serĂŁo emulados por entidades autĂłnomas chamadas de agentes que possuem um conjunto de caracterĂ­sticas e comportamentos que suportam as suas decisĂ”es. A navegação dos agentes dentro dos corredores e a procura do melhor caminho para circular Ă© realizada pelo algoritmo A*. Para apresentar a distribuição de ocupação dos consumidores dentro do centro comercial sĂŁo usa-dos heat maps com uma escala de cores que vai do amarelo, significando zonas menos frequentadas, ao vermelho, significando as zonas mais frequentadas. Este software nĂŁo sĂł se provou capaz de encontrar as ĂĄreas mais frequentadas, como foi capaz de as encontrar para vĂĄrios segmentos da população, o que nos permite saber qual a população alvo a publicidade deve ter nas diversas ĂĄreas do centro comercial

    Adding simple simulations to video games to improve realism

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    In this paper a method of enhancing the realism of certain computer game types, particularly First Person Shooter games, is explored by attempting to include intelligent neutral background characters to the game environment. This method also requires that the inclusion of these background characters will not adversely affect the performance of a game by drastically increasing the computational complexity of the game. A simulation was created to show how this can be done using a group of intelligent agents based in a simulated world, and a simplified system of norms designed to influence the agents’ behavior. The agents are designed to interact with each other and other objects in their virtual world, in a fashion that could be considered human-like. To show the validity of this method, the simulation was designed to be minimally resource intensive. Furthermore, extensive tests were performed using a variety of initial starting values for various aspects of the simulation, to show that the simulation, and thus the method, can sustain itself long enough to provide an improvement to a gaming environment. The results of the tests are discussed at length, as well as theories as to how this method could be used successfully in computer gaming

    Semaphorin 6A Improves Functional Recovery in Conjunction with Motor Training after Cerebral Ischemia

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    Background: We have previously identified Semaphorin 6a (Sema6A) as an upregulated gene product in a gene expression screen in cortical ischemia [1]. Semaphorin 6a was regulated during the recovery phase following ischemia in the cortex. Semaphorin 6a is a member of the superfamily of semaphorins involved in axon guidance and other functions. We hypothesized that the upregulation indicates a crucial role of this molecule in post-stroke rewiring of the brain. Here we have tested this hypothesis by overexpressing semaphorin 6a in the cortex by microinjection of a modified AAV2-virus. A circumscribed cortical infarct was induced, and the recovery of rats monitored for up to 4 weeks using a well-established test battery (accelerated rotarod training paradigm, cylinder test, adhesive tape removal). We observed a significant improvement in post-ischemic recovery of animals injected with the semaphorin 6a virus versus animals treated with a control virus. We conclude that semaphorin 6a overexpressed in the cortex enhances recovery after cerebral ischemia

    Voluntary military service for Hungarian people who have lost their job due to the COVID-19 pandemic – A qualitative study

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    This qualitative study deals with the military service of people who have lost their job due to the Covid-19 pandemic. In addition to its basic tasks, the Hungarian Defence Forces has been the first to get involved in the Hungarian Government’s Economy Protection Action Plan by creating jobs for unemployed citizens. The study was conducted among those who had signed up for the temporarily created special volunteer reservist service aiming to find out what motivated them to choose the military career and what their future ambitions are. After the Grounded Theory analysis of 49 semi-structured interviews, it was found that the special volunteer service provides livelihood and daily routines for those involved but still they have very few plans for the future
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