933 research outputs found

    Agent Oriented Software Engineering (AOSE) Approach to Game Development Methodology

    Get PDF
    This thesis investigates existing game development methodologies, through the process of researching game and system development models. The results indicate that these methodologies are engineered to solve specific problems, and most are suitable only for specific game genres. Different approaches to building games have been proposed in recent years. However, most of these methodologies focus on the design and implementation phase. This research aims to enhance game development methodologies by proposing a novel game development methodology, with the ability to function in generic game genres, thereby guiding game developers and designers from the start of the game development phase to the end of the implementation and testing phase. On a positive note, aligning development practice with universal standards makes it far easier to incorporate extra team members at short notice. This increased the confidence when working in the same environment as super developers. In the gaming industry, most game development proceeds directly from game design to the implementation phase, and the researcher observes that this is the only industry in which this occurs. It is a consequence of the game industry’s failure to integrate with modern development techniques. The ultimate aim of this research to apply a new game development methodology using most game elements to enhance success. This development model will align with different game genres, and resolve the gap between industry and research area, so that game developers can focus on the important business of creating games. The primary aim of Agent Oriented Agile Base (AOAB) game development methodology is to present game development techniques in sequential steps to facilitate game creation and close the gap in the existing game development methodologies. Agent technology is used in complex domains such as e-commerce, health, manufacturing, games, etc. In this thesis we are interested in the game domain, which comprises a unique set of characteristics such as automata, collaboration etc. Our AOAB will be based on a predictive approach after adaptation of MaSE methodology, and an adaptive approach using Agile methodology. To ensure proof of concept, AOAB game development methodology will be evaluated against industry principles, providing an industry case study to create a driving test game, which was the problem motivating this research. Furthermore, we conducted two workshops to introduce our methodology to both academic and industry participants. Finally, we prepared an academic experiment to use AOAB in the academic sector. We have analyzed the feedbacks and comments and concluded the strengths and weakness of the AOAB methodology. The research achievements are summarized and proposals for future work outlined

    Mobile Robots Navigation

    Get PDF
    Mobile robots navigation includes different interrelated activities: (i) perception, as obtaining and interpreting sensory information; (ii) exploration, as the strategy that guides the robot to select the next direction to go; (iii) mapping, involving the construction of a spatial representation by using the sensory information perceived; (iv) localization, as the strategy to estimate the robot position within the spatial map; (v) path planning, as the strategy to find a path towards a goal location being optimal or not; and (vi) path execution, where motor actions are determined and adapted to environmental changes. The book addresses those activities by integrating results from the research work of several authors all over the world. Research cases are documented in 32 chapters organized within 7 categories next described

    Rethinking the risk matrix

    Get PDF
    So far risk has been mostly defined as the expected value of a loss, mathematically PL (being P the probability of an adverse event and L the loss incurred as a consequence of the adverse event). The so called risk matrix follows from such definition. This definition of risk is justified in a long term “managerial” perspective, in which it is conceivable to distribute the effects of an adverse event on a large number of subjects or a large number of recurrences. In other words, this definition is mostly justified on frequentist terms. Moreover, according to this definition, in two extreme situations (high-probability/low-consequence and low-probability/high-consequence), the estimated risk is low. This logic is against the principles of sustainability and continuous improvement, which should impose instead both a continuous search for lower probabilities of adverse events (higher and higher reliability) and a continuous search for lower impact of adverse events (in accordance with the fail-safe principle). In this work a different definition of risk is proposed, which stems from the idea of safeguard: (1Risk)=(1P)(1L). According to this definition, the risk levels can be considered low only when both the probability of the adverse event and the loss are small. Such perspective, in which the calculation of safeguard is privileged to the calculation of risk, would possibly avoid exposing the Society to catastrophic consequences, sometimes due to wrong or oversimplified use of probabilistic models. Therefore, it can be seen as the citizen’s perspective to the definition of risk

    Rapid adaptation of video game AI

    Get PDF

    Optimisation, Optimal Control and Nonlinear Dynamics in Electrical Power, Energy Storage and Renewable Energy Systems

    Get PDF
    The electrical power system is undergoing a revolution enabled by advances in telecommunications, computer hardware and software, measurement, metering systems, IoT, and power electronics. Furthermore, the increasing integration of intermittent renewable energy sources, energy storage devices, and electric vehicles and the drive for energy efficiency have pushed power systems to modernise and adopt new technologies. The resulting smart grid is characterised, in part, by a bi-directional flow of energy and information. The evolution of the power grid, as well as its interconnection with energy storage systems and renewable energy sources, has created new opportunities for optimising not only their techno-economic aspects at the planning stages but also their control and operation. However, new challenges emerge in the optimization of these systems due to their complexity and nonlinear dynamic behaviour as well as the uncertainties involved.This volume is a selection of 20 papers carefully made by the editors from the MDPI topic “Optimisation, Optimal Control and Nonlinear Dynamics in Electrical Power, Energy Storage and Renewable Energy Systems”, which was closed in April 2022. The selected papers address the above challenges and exemplify the significant benefits that optimisation and nonlinear control techniques can bring to modern power and energy systems

    On the definition of non-player character behaviour for real-time simulated virtual environments.

    Get PDF
    Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games' virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be vastly improved by the addition of a programming language. This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games

    Evolutionary Computation

    Get PDF
    This book presents several recent advances on Evolutionary Computation, specially evolution-based optimization methods and hybrid algorithms for several applications, from optimization and learning to pattern recognition and bioinformatics. This book also presents new algorithms based on several analogies and metafores, where one of them is based on philosophy, specifically on the philosophy of praxis and dialectics. In this book it is also presented interesting applications on bioinformatics, specially the use of particle swarms to discover gene expression patterns in DNA microarrays. Therefore, this book features representative work on the field of evolutionary computation and applied sciences. The intended audience is graduate, undergraduate, researchers, and anyone who wishes to become familiar with the latest research work on this field
    • …
    corecore