127,188 research outputs found
Playing Smart - Artificial Intelligence in Computer Games
Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games
Real-Time Character Animation for Computer Games
The importance of real-time character animation in computer games has increased considerably over the past decade. Due to advances in computer hardware and the achievement of great increases in computational speed, the demand for more realism in computer games is continuously growing. This paper will present and discuss various methods of 3D character animation and prospects of their real-time application, ranging from the animation of simple articulated objects to real-time deformable object meshes
The distribution of species range size: a stochastic process
The major role played by environmental factors in determining the geographical range sizes of species raises the possibility of describing their long-term dynamics in relatively simple terms, a goal which has hitherto proved elusive. Here we develop a stochastic differential equation to describe the dynamics of the range size of an individual species based on the relationship between abundance and range size, derive a limiting stationary probability model to quantify the stochastic nature of the range size for that species at steady state, and then generalize this model to the species-range size distribution for an assemblage. The model fits well to several empirical datasets of the geographical range sizes of species in taxonomic assemblages, and provides the simplest explanation of species-range size distributions to date
High performance ammonium nitrate propellant
A high performance propellant having greatly reduced hydrogen chloride emission is presented. It is comprised of: (1) a minor amount of hydrocarbon binder (10-15%), (2) at least 85% solids including ammonium nitrate as the primary oxidizer (about 40% to 70%), (3) a significant amount (5-25%) powdered metal fuel, such as aluminum, (4) a small amount (5-25%) of ammonium perchlorate as a supplementary oxidizer, and (5) optionally a small amount (0-20%) of a nitramine
Piezoelectric pump Patent
Piezoelectric pump for supplying fluid at high frequencies to gyroscope fluid suspension syste
Using Augmented Reality as a Medium to Assist Teaching in Higher Education
In this paper we describe the use of a high-level augmented reality
(AR) interface for the construction of collaborative educational applications
that can be used in practice to enhance current teaching
methods. A combination of multimedia information including spatial
three-dimensional models, images, textual information, video,
animations and sound, can be superimposed in a student-friendly
manner into the learning environment. In several case studies different
learning scenarios have been carefully designed based on
human-computer interaction principles so that meaningful virtual
information is presented in an interactive and compelling way. Collaboration
between the participants is achieved through use of a
tangible AR interface that uses marker cards as well as an immersive
AR environment which is based on software user interfaces
(UIs) and hardware devices. The interactive AR interface has been
piloted in the classroom at two UK universities in departments of
Informatics and Information Science
A NPC Behaviour Definition System for Use by Programmers and Designers
In this paper we describe ZBL/0, a scripting system for defining NPC (Non Player Character) behaviour in FPS (First Person Shooter) games. ZBL/0 has been used to illustrate the use of scripting systems in computer games in general and the scripting of NPC behaviour in particular in the context of a book on game development. Many novice game designers
have clear ideas about how the computer game they imagine should work but have little knowledge – if any – about how their ideas can be implemented. This is why books on game creation (design, programming etc.), as well as all-in-one game creation systems – especially designed for ease of use and intended for an amateur audience – enjoy great popularity. A large proportion of these books however merely present solutions in the form of descriptions and explanations of specific implementations with inadequate
explanations of principles. While this may benefit rapid application development it often does not lead to a deeper understanding of the underlying concepts. The understanding of rule-based behaviour definition through simple scripting in computer games and the development of such scripts by programmers and designers is what we aim to address with the ZBL/0 system
A Classification of Scripting Systems for Entertainment and Serious Computer Games
The technology base for modern computer games is usually provided by a game engine. Many game engines have built-in dedicated scripting languages that allow the development of complete games that are built using those engines, as well as extensive modification of existing games through scripting alone. While some of these game engines implement proprietary languages, others use existing scripting systems that have been modified according to the game engine's requirements. Scripting languages generally provide a very high level of abstraction method for syntactically controlling the behaviour of their host applications and different types of scripting system allow different types of modification of their underlying host application. In this paper we propose a simple classification for scripting systems used in computer games for entertainment and serious purposes
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