11 research outputs found
Towards fast prototyping of IVAs behavior: Pogamut 2.
Abstract. We present the platform for IVAs development in the human like environment of the first-person shooter game Unreal Tournament 2004. This environment is extendible and supported by vast community of users. Based on our previous experience the problem of fast verification of models of artificial intelligence or IVAs is in implementation issues. The developer spends most of his time solving technical environment dependent issues and malfunctions, which drives him away from his goals. Therefore our modular platform provides a tool, which helps solving those problems and the developer can spend saved time by solving another AI based issues and model verification. The platform is aimed for research and educational purposes
Unreal bots with emotions
This work is concerned with usage of emotions in artificial inteligence in computer games. It inspects possible benefits of emotions for artificial inteligence in the means of better imitation of human behavior. Main goal of this work is the implementation of an emotion model in the enviroment of the game Unreal Tournament (project UT Emotion Bots) and appraisal of its properties and suitability for the simulation of emotions in FPS games. This work introduces platforms used in the development of the project UT Emotion Bots and it evaluates their suitability for development of artificial inteligence
UmÄ›lĂ© emoce v poÄŤĂtaÄŤovĂ˝ch hrách
The development of intelligent virtual agents (IVAs) is a complex task featuring many sub problems. Concerning the education in this field, there is a good theoretical basis. However when it comes to the practical education - the platforms that can be used are scarce and mostly still not fully developed. Our goal is to create a platform, which would allow for a good practical education in the field of IVAs development. The first step towards this platform is a prototype implementation - project Emohawk - that will be described in this thesis. Project Emohawk features a partly emergent story and affect-driven architecture for IVAs control based on a psychologically plausible emotion model. Moreover a methodology was created analyzing this prototype implementation regarding the believability and emergent story potential
Unreal bots with emotions
Práce se zabĂ˝vá vyuĹľitĂm emocĂ v umÄ›lĂ© inteligenci v poÄŤĂtaÄŤovĂ˝ch hrách. Bude zkoumán moĹľnĂ˝ pĹ™Ănos emocĂ pro umÄ›lou inteligenci z hlediska lepšà imitace lidskĂ©ho chovánĂ. CĂlem práce je implementace emoÄŤnĂho modelu v prostĹ™edĂ hry Unreal Tournament (projekt UT Emotion Bots) a zhodnocenĂ jeho vlastnostĂ a vhodnosti pro simulaci emocĂ v FPS hrách. Práce dále pĹ™edstavĂ platformy pouĹľitĂ© pĹ™i vĂ˝voji UT Emotion Bots a zhodnotĂ jejich vhodnost pro vĂ˝voj umÄ›lĂ© inteligence.This work is concerned with usage of emotions in artificial inteligence in computer games. It inspects possible benefits of emotions for artificial inteligence in the means of better imitation of human behavior. Main goal of this work is the implementation of an emotion model in the enviroment of the game Unreal Tournament (project UT Emotion Bots) and appraisal of its properties and suitability for the simulation of emotions in FPS games. This work introduces platforms used in the development of the project UT Emotion Bots and it evaluates their suitability for development of artificial inteligence.Katedra softwaru a vĂ˝uky informatikyDepartment of Software and Computer Science EducationFaculty of Mathematics and PhysicsMatematicko-fyzikálnĂ fakult
UmÄ›lĂ© emoce ve virtuálnĂm vyprávÄ›nĂ
Katedra softwaru a výuky informatikyDepartment of Software and Computer Science EducationMatematicko-fyzikálnà fakultaFaculty of Mathematics and Physic
Evolution of GameBots Project
Part 11: PostersInternational audienceGameBots is a project started in early 2000s by A. N. Marshall and G. A. Kaminka. The project aims at providing researchers a real-time virtual environment testbed for their agents. GameBots utilized environment of Unreal Tournament first-person shooter game providing several scenarios for the agents. GameBots project was continued by several research groups resulting in many interesting applications. In this paper we summarize evolution of the GameBots project and contributions made since the first appearance. We focus on Pogamut GameBots branch which has been steadily developed for six years with many improvements and optimizations