107 research outputs found

    A human-like TORCS controller for the Simulated Car Racing Championship

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    Proceeding of: IEEE Congres on Computational Intelligence and Games (CIG'10), Copenhagen (Denmark), 18-21, August, 2010.This paper presents a controller for the 2010 Simulated Car Racing Championship. The idea is not to create the fastest controller but a human-like controller. In order to achieve this, first we have created a process to build a model of the tracks while the car is running and then we used several neural networks which predict the trajectory the car should follow and the target speed. A scripted policy is used for the gear change and to follow the predicted trajectory with the predicted speed. The neural networks are trained with data retrieved from a human player, and are evaluated in a new track. The results shows an acceptable performance of the controller in unknown tracks, more than 20% slower than the human in the same tracks because of the mistakes made when the controller tries to follow the trajectory.This work was supported in part by the University Carlos III of Madrid under grant PIF UC3M01-0809 and by the Ministry of Science and Innovation under project TRA2007- 67374-C02-02

    Towards automatic personalised content creation for racing games

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    Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games. In this paper, we instead choose to evolve the racing tracks in a car racing game. An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players' driving styles, as well as a tentative definition of when a racing track is fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games

    Mimicking human player strategies in fighting games using game artificial intelligence techniques

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    Fighting videogames (also known as fighting games) are ever growing in popularity and accessibility. The isolated console experiences of 20th century gaming has been replaced by online gaming services that allow gamers to play from almost anywhere in the world with one another. This gives rise to competitive gaming on a global scale enabling them to experience fresh play styles and challenges by playing someone new. Fighting games can typically be played either as a single player experience, or against another human player, whether it is via a network or a traditional multiplayer experience. However, there are two issues with these approaches. First, the single player offering in many fighting games is regarded as being simplistic in design, making the moves by the computer predictable. Secondly, while playing against other human players can be more varied and challenging, this may not always be achievable due to the logistics involved in setting up such a bout. Game Artificial Intelligence could provide a solution to both of these issues, allowing a human player s strategy to be learned and then mimicked by the AI fighter. In this thesis, game AI techniques have been researched to provide a means of mimicking human player strategies in strategic fighting games with multiple parameters. Various techniques and their current usages are surveyed, informing the design of two separate solutions to this problem. The first solution relies solely on leveraging k nearest neighbour classification to identify which move should be executed based on the in-game parameters, resulting in decisions being made at the operational level and being fed from the bottom-up to the strategic level. The second solution utilises a number of existing Artificial Intelligence techniques, including data driven finite state machines, hierarchical clustering and k nearest neighbour classification, in an architecture that makes decisions at the strategic level and feeds them from the top-down to the operational level, resulting in the execution of moves. This design is underpinned by a novel algorithm to aid the mimicking process, which is used to identify patterns and strategies within data collated during bouts between two human players. Both solutions are evaluated quantitatively and qualitatively. A conclusion summarising the findings, as well as future work, is provided. The conclusions highlight the fact that both solutions are proficient in mimicking human strategies, but each has its own strengths depending on the type of strategy played out by the human. More structured, methodical strategies are better mimicked by the data driven finite state machine hybrid architecture, whereas the k nearest neighbour approach is better suited to tactical approaches, or even random button bashing that does not always conform to a pre-defined strategy

    Modeling tourists' personality in recommender systems: how does personality influence preferences for tourist attractions?

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    Personalization is increasingly being perceived as an important factor for the effectiveness of Recommender Systems (RS). This is especially true in the tourism domain, where travelling comprises emotionally charged experiences, and therefore, the more about the tourist is known, better recommendations can be made. The inclusion of psychological aspects to generate recommendations, such as personality, is a growing trend in RS and they are being studied to provide more personalized approaches. However, although many studies on the psychology of tourism exist, studies on the prediction of tourist preferences based on their personality are limited. Therefore, we undertook a large-scale study in order to determine how the Big Five personality dimensions influence tourists' preferences for tourist attractions, gathering data from an online questionnaire, sent to Portuguese individuals from the academic sector and their respective relatives/friends (n=508). Using Exploratory and Confirmatory Factor Analysis, we extracted 11 main categories of tourist attractions and analyzed which personality dimensions were predictors (or not) of preferences for those tourist attractions. As a result, we propose the first model that relates the five personality dimensions with preferences for tourist attractions, which intends to offer a base for researchers of RS for tourism to automatically model tourist preferences based on their personality.GrouPlanner Project under the European Regional Development Fund POCI-01-0145-FEDER29178 and by National Funds through the FCT – Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) within the Projects UIDB/00319/2020 and UIDB/00760/202

    The Lost-Boys Phenomenon: Case Studies of San Diego High School Males

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    By most measures of success—e.g., academic Grade Point Average (GPA), graduation rates, participation in extracurricular and civic activities, and college enrollment—adolescent males are less successful than females. Young males are falling behind in reading and writing and are more likely to be involved in truancy, violence, crime, suicide, and substance abuse. While the nation mobilized to address historical gender discrimination issues for females since the 1970s, there has not been a similar effort mounted to assist adolescent males. The trends alluded to in the previous paragraph have begun to be recognized by popular-press authors. Some have begun to refer to contemporary adolescent males as lost boys. To date, however, the academic literature on this topic has been limited. This study begins to systematically research the characteristics associated with the lost-boys phenomenon from the perspective of the high school aged males themselves. The purpose of the research was to begin to create grounded theory about the lost-boy phenomenon and identify the common characteristics and differences noted in a small sample of adolescent males who exhibit the syndrome. The study employed qualitative research methods to provide richness of detail. Case studies of eight high school males identified as underachievers by school teachers and administrators are presented. The findings suggests the following: (a) the adolescent males in this study had few, if any, mentors, heroes, and people other than family and peers they ask for advice; (b) even in this study\u27s small sample, there was variation in the quality and quantity of male social relationships and this variation appeared to impact academic performance; (c) because of moving and other disruptions, supportive relationships often were difficult to establish; (d) some interviewees indicated that being asked introspective-oriented questions during interviews helped them improve their academic performance; (e) there were no programs to assist underachieving adolescent males identified in this study; (f) while ethnicity is factor in forming relationships, and therefore, may indirectly impact academic performance, this study\u27s diverse (but admittedly small) sample suggests that there are common elements in the modern adolescent male experience that transcend ethnicity, socio-economic status, and familial influences

    Spectator 1978-02-17

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    Game engine for location-based services

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    Tese de mestrado integrado. Engenharia Informática e Computação. Universidade do Porto. Faculdade de Engenharia. 201

    The Tiger Vol. 70 Issue 22 1977-03-25

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    https://tigerprints.clemson.edu/tiger_newspaper/3478/thumbnail.jp

    Real-time rule-based classification of player types in computer games

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    The power of using machine learning to improve or investigate the experience of play is only beginning to be realised. For instance, the experience of play is a psychological phenomenon, yet common psychological concepts such as the typology of temperaments have not been widely utilised in game design or research. An effective player typology provides a model by which we can analyse player behaviour. We present a real-time classifier of player type, implemented in the test-bed game Pac-Man. Decision Tree algorithms CART and C5.0 were trained on labels from the DGD player typology (Bateman and Boon, 21st century game design, vol. 1, 2005). The classifier is then built by selecting rules from the Decision Trees using a rule- performance metric, and experimentally validated. We achieve 70% accuracy in this validation testing. We further analyse the concept descriptions learned by the Decision Trees. The algorithm output is examined with respect to a set of hypotheses on player behaviour. A set of open questions is then posed against the test data obtained from validation testing, to illustrate the further insights possible from extended analysis.Peer reviewe
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