467 research outputs found

    Influence-based motion planning algorithms for games

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    In games, motion planning has to do with the motion of non-player characters (NPCs) from one place to another in the game world. In today’s video games there are two major approaches for motion planning, namely, path-finding and influence fields. Path-finding algorithms deal with the problem of finding a path in a weighted search graph, whose nodes represent locations of a game world, and in which the connections among nodes (edges) have an associated cost/weight. In video games, the most employed pathfinders are A* and its variants, namely, Dijkstra’s algorithm and best-first search. As further will be addressed in detail, the former pathfinders cannot simulate or mimic the natural movement of humans, which is usually without discontinuities, i.e., smooth, even when there are sudden changes in direction. Additionally, there is another problem with the former pathfinders, namely, their lack of adaptivity when changes to the environment occur. Therefore, such pathfinders are not adaptive, i.e., they cannot handle with search graph modifications during path search as a consequence of an event that happened in the game (e.g., when a bridge connecting two graph nodes is destroyed by a missile). On the other hand, influence fields are a motion planning technique that does not suffer from the two problems above, i.e., they can provide smooth human-like movement and are adaptive. As seen further ahead, we will resort to a differentiable real function to represent the influence field associated with a game map as a summation of functions equally differentiable, each associated to a repeller or an attractor. The differentiability ensures that there are no abrupt changes in the influence field, consequently, the movement of any NPC will be smooth, regardless if the NPC walks in the game world in the growing sense of the function or not. Thus, it is enough to have a spline curve that interpolates the path nodes to mimic the smooth human-like movement. Moreover, given the nature of the differentiable real functions that represent an influence field, the removal or addition of a repeller/attractor (as the result of the destruction or the construction of a bridge) does not alter the differentiability of the global function associated with the map of a game. That is to say that, an influence field is adaptive, in that it adapts to changes in the virtual world during the gameplay. In spite of being able to solve the two problems of pathfinders, an influence field may still have local extrema, which, if reached, will prevent an NPC from fleeing from that location. The local extremum problem never occurs in pathfinders because the goal node is the sole global minimum of the cost function. Therefore, by conjugating the cost function with the influence function, the NPC will never be detained at any local extremum of the influence function, because the minimization of the cost function ensures that it will always walk in the direction of the goal node. That is, the conjugation between pathfinders and influence fields results in movement planning algorithms which, simultaneously, solve the problems of pathfinders and influence fields. As will be demonstrated throughout this thesis, it is possible to combine influence fields and A*, Dijkstra’s, and best-first search algorithms, so that we get hybrid algorithms that are adaptive. Besides, these algorithms can generate smooth paths that resemble the ones traveled by human beings, though path smoothness is not the main focus of this thesis. Nevertheless, it is not always possible to perform this conjugation between influence fields and pathfinders; an example of such a pathfinder is the fringe search algorithm, as well as the new pathfinder which is proposed in this thesis, designated as best neighbor first search.Em jogos de vĂ­deo, o planeamento de movimento tem que ver com o movimento de NPCs (“Non-Player Characters”, do inglĂȘs) de um lugar para outro do mundo virtual de um jogo. Existem duas abordagens principais para o planeamento de movimento, nomeadamente descoberta de caminhos e campos de influĂȘncia. Os algoritmos de descoberta de caminhos lidam com o problema de encontrar um caminho num grafo de pesquisa pesado, cujos nĂłs representam localizaçÔes de um mapa de um jogo, e cujas ligaçÔes (arestas) entre nĂłs tĂȘm um custo/peso associado. Os algoritmos de descoberta de caminhos mais utilizados em jogos sĂŁo o A* e as suas variantes, nomeadamente, o algoritmo de Dijkstra e o algoritmo de pesquisa do melhor primeiro (“best-first search”, do inglĂȘs). Como se verĂĄ mais adiante, os algoritmos de descoberta de caminhos referidos nĂŁo permitem simular ou imitar o movimento natural dos seres humanos, que geralmente nĂŁo possui descontinuidades, i.e., o movimento Ă© suave mesmo quando hĂĄ mudanças repentinas de direcção. A juntar a este problema, existe um outro que afeta os algoritmos de descoberta de caminhos acima referidos, que tem que ver com a falta de adaptatividade destes algoritmos face a alteraçÔes ao mapa de um jogo. Ou seja, estes algoritmos nĂŁo sĂŁo adaptativos, pelo que nĂŁo permitem lidar com alteraçÔes ao grafo durante a pesquisa de um caminho em resultado de algum evento ocorrido no jogo (e.g., uma ponte que ligava dois nĂłs de um grafo foi destruĂ­da por um mĂ­ssil). Por outro lado, os campos de influĂȘncia sĂŁo uma tĂ©cnica de planeamento de movimento que nĂŁo padece dos dois problemas acima referidos, i.e., os campos possibilitam um movimento suave semelhante ao realizado pelo ser humano e sĂŁo adaptativos. Como se verĂĄ mais adiante, iremos recorrer a uma função real diferenciĂĄvel para representar o campo de influĂȘncia associado a um mapa de um jogo como um somatĂłrio de funçÔes igualmente diferenciĂĄveis, em que cada função estĂĄ associada a um repulsor ou a um atractor. A diferenciabilidade garante que nĂŁo existem alteraçÔes abruptas ao campo de influĂȘncia; consequentemente, o movimento de qualquer NPC serĂĄ suave, independentemente de o NPC caminhar no mapa de um jogo no sentido crescente ou no sentido decrescente da função. Assim, basta ter uma curva spline que interpola os nĂłs do caminho de forma a simular o movimento suave de um ser humano. AlĂ©m disso, dada a natureza das funçÔes reais diferenciĂĄveis que representam um campo de influĂȘncia, a remoção ou adição de um repulsor/atractor (como resultado da destruição ou construção de uma ponte) nĂŁo altera a diferenciabilidade da função global associada ao mapa de um jogo. Ou seja, um campo de influĂȘncia Ă© adaptativo, na medida em que se adapta a alteraçÔes que ocorram num mundo virtual durante uma sessĂŁo de jogo. Apesar de ser capaz de resolver os dois problemas dos algoritmos de descoberta de caminhos, um campo de influĂȘncia ainda pode ter extremos locais, que, se alcançados, impedirĂŁo um NPC de fugir desse local. O problema do extremo local nunca ocorre nos algoritmos de descoberta de caminhos porque o nĂł de destino Ă© o Ășnico mĂ­nimo global da função de custo. Portanto, ao conjugar a função de custo com a função de influĂȘncia, o NPC nunca serĂĄ retido num qualquer extremo local da função de influĂȘncia, porque a minimização da função de custo garante que ele caminhe sempre na direção do nĂł de destino. Ou seja, a conjugação entre algoritmos de descoberta de caminhos e campos de influĂȘncia tem como resultado algoritmos de planeamento de movimento que resolvem em simultĂąneo os problemas dos algoritmos de descoberta de caminhos e de campos de influĂȘncia. Como serĂĄ demonstrado ao longo desta tese, Ă© possĂ­vel combinar campos de influĂȘncia e o algoritmo A*, o algoritmo de Dijkstra, e o algoritmo da pesquisa pelo melhor primeiro, de modo a obter algoritmos hĂ­bridos que sĂŁo adaptativos. AlĂ©m disso, esses algoritmos podem gerar caminhos suaves que se assemelham aos que sĂŁo efetuados por seres humanos, embora a suavidade de caminhos nĂŁo seja o foco principal desta tese. No entanto, nem sempre Ă© possĂ­vel realizar essa conjugação entre os campos de influĂȘncia e os algoritmos de descoberta de caminhos; um exemplo Ă© o algoritmo de pesquisa na franja (“fringe search”, do inglĂȘs), bem como o novo algoritmo de pesquisa proposto nesta tese, que se designa por algoritmo de pesquisa pelo melhor vizinho primeiro (“best neighbor first search”, do inglĂȘs)

    Toward Open-Set Text-Independent Speaker Identification in Tactical Communications

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    Abstract-We present the design and implementation of an open-set textindependent speaker identification system using genetic Learning Classifier Systems (LCS). We examine the use of this system in a real-number problem domain, where there is strong interest in its application to tactical communications. We investigate different encoding methods for representing real-number knowledge and study the efficacy of each method for speaker identification. We also identify several difficulties in solving the speaker identification problems with LCS and introduce new approaches to resolve the difficulties. Experimental results show that our system successfully learns 200 voice features at accuracies of 90% to 100% and 15,000 features to more than 80% for the closed-set problem, which is considered a strong result in the speaker identification community. The open-set capability is also comparable to existing numeric-based methods

    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

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

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    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp

    Reinforcement Learning

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    Brains rule the world, and brain-like computation is increasingly used in computers and electronic devices. Brain-like computation is about processing and interpreting data or directly putting forward and performing actions. Learning is a very important aspect. This book is on reinforcement learning which involves performing actions to achieve a goal. The first 11 chapters of this book describe and extend the scope of reinforcement learning. The remaining 11 chapters show that there is already wide usage in numerous fields. Reinforcement learning can tackle control tasks that are too complex for traditional, hand-designed, non-learning controllers. As learning computers can deal with technical complexities, the tasks of human operators remain to specify goals on increasingly higher levels. This book shows that reinforcement learning is a very dynamic area in terms of theory and applications and it shall stimulate and encourage new research in this field

    Posters-at-the-Capitol 2017 Program Booklet

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    Posters-at-the-Capitol 2017 Program Booklet Contents: Welcoming Remarks Posters-at-the-Capitol Organizing Committee Welcome Letter from Mr. Robert King Schedule of Activities Mezzanine Map Participant Listings Eastern Kentucky University Kentucky State University Kentucky Community & Technical College System Morehead State University Murray State University Northern Kentucky University University of Louisville University of Kentucky Western Kentucky University Programs of Distinction Student Abstract

    Air Force Institute of Technology Research Report 2007

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    This report summarizes the research activities of the Air Force Institute of Technology’s Graduate School of Engineering and Management. It describes research interests and faculty expertise; lists student theses/dissertations; identifies research sponsors and contributions; and outlines the procedures for contacting the school. Included in the report are: faculty publications, conference presentations, consultations, and funded research projects. Research was conducted in the areas of Aeronautical and Astronautical Engineering, Electrical Engineering and Electro-Optics, Computer Engineering and Computer Science, Systems and Engineering Management, Operational Sciences, Mathematics, Statistics and Engineering Physics

    Multi-Agent Systems

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    A multi-agent system (MAS) is a system composed of multiple interacting intelligent agents. Multi-agent systems can be used to solve problems which are difficult or impossible for an individual agent or monolithic system to solve. Agent systems are open and extensible systems that allow for the deployment of autonomous and proactive software components. Multi-agent systems have been brought up and used in several application domains
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