239 research outputs found

    CGAMES'2009

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    A study on like-attracts-like versus elitist selection criterion for human-like social behavior of memetic mulitagent systems

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    Memetic multi agent system emerges as an enhanced version of multiagent systems with the implementation of meme-inspired computational agents. It aims to evolve human-like behavior of multiple agents by exploiting the Dawkins' notion of a meme and Universal Darwinism. Previous research has developed a computational framework in which a series of memetic operations have been designed for implementing humanlike agents. This paper will focus on improving the human-like behavior of multiple agents when they are engaged in social interactions. The improvement is mainly on how an agent shall learn from others and adapt its behavior in a complex dynamic environment. In particular, we design a new mechanism that supervises how the agent shall select one of the other agents for the learning purpose. The selection is a trade-off between the elitist and like-attracts-like principles. We demonstrate the desirable interactions of multiple agents in two problem domains

    Smart Energy Management for Smart Grids

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    This book is a contribution from the authors, to share solutions for a better and sustainable power grid. Renewable energy, smart grid security and smart energy management are the main topics discussed in this book

    Game Portability Using a Service-Oriented Approach

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    Game assets are portable between games. The games themselves are, however, dependent on the game engine they were developed on. Middleware has attempted to address this by, for instance, separating out the AI from the core game engine. Our work takes this further by separating the game from the game engine, and making it portable between game engines. The game elements that we make portable are the game logic, the object model, and the game state, which represent the game's brain, and which we collectively refer to as the game factor, or G-factor. We achieve this using an architecture based around a service-oriented approach. We present an overview of this architecture and its use in developing games. The evaluation demonstrates that the architecture does not affect performance unduly, adds little development overhead, is scaleable, and supports modifiability

    So you think your agent can dance? An investigation of choreographic and software structures within motion-capture driven, real-time, virtual dance environments

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    In this research project I have investigated methodologies for creating interactive software environments within the context of a live dance performance. Live dancers wearing motion capture (mocap) technology allowed the streaming of movement data into a virtual, projected software environment. In this project I have looked at both software structures and choreographic structures to see if there are characteristics that might point to appropriate software environments for particular choreographic investigation. The next step was to investigate, by examining the results of various experiments in the nexus of choreography and software design, whether the choreographic structure, not the movement itself, but the underlying organizational architecture, can be used to model the software architecture itself and vice versa. A research pathway from two dancers using mocap techniques to engage in a shared virtual environment, to a single human dancer interacting with a software agent is described. The research has prompted questions about the possible types and uses of software-driven ‘performance agents’. While it is not within the scope of this research project to develop a fully autonomous collaborative performer agent, a direction for further development is tendered. Existing choreographic structures are compared to appropriate behavior organizational structures in software and in particular game engine software, in an attempt to elucidate any potential benefits one might have for development of the other. Beginning with simple structures I progress to more demanding choreographic scenarios and propose potential software architectures derived from the requirements of the choreographic structure

    Non-determinism in the narrative structure of video games

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    PhD ThesisAt the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on users’ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular

    Let There Be Dragons! Towards Designing an Engaging Quest that Enhances Curiosity and Learning About Genetics

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    This study implemented a convergent parallel mixed methods approach to investigate game-based learning within an educational game compared to a modified entertainment game. Participants (N=31) were recruited from public middle and high schools as well as home school groups. Comparative data of participants’ perceptions, preferences and learning outcomes were investigated to inform better educational game design. This study also considers player personality to determine how dispositional curiosity influences an individual’s approach, acceptance, and interaction with novel learning environments, specifically games. Findings show a statistically significant gain in genetics academic knowledge after the game-based learning intervention. The difference in knowledge gained for the two games was not statistically significant. All dimensions of engagement, motivation and curiosity were statistically significantly higher for the modified entertainment game. Increases in scientific curiosity was statistically significantly higher for the modified entertainment game while scientific curiosity statistically significantly decreased after playing the educational game. Qualitative analysis revealed five themes and provided deeper understanding of game design features that enhance learning, curiosity and engagement from the player’s perception. Integration of quantitative and qualitative results suggest overall convergence and enhanced understanding of theoretical and practical implications of this research and identifies key relationships between game design, player perceptions and learning outcomes to inform better educational game design and implementation

    Vol. 27, no. 2: Full Issue

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    Adaptive Agent Architectures in Modern Virtual Games

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    Ph.DDOCTOR OF PHILOSOPH
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