2018, Tom 26 Nr 2

Stały URI dla kolekcjihttp://hdl.handle.net/11652/3829

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  • Pozycja
    A Memory Model for Emotional Decision-Making Agent in a Game
    (Wydawnictwo Politechniki Łódzkiej, 2018) Rogalski, Jakub; Szajerman, Dominik
    Virtual characters are an important part of many modern computer games. This paper describes a graph-based memory system designed for artificial agents that also simulate simple emotions. The system was tested using virtual simulation environment and it showed many new and desirable AI behaviours. These behaviours include simple preferences, reactions based on bot’s opinion of a stimuli or improvement of bot’s ability to find objects to interact with.
  • Pozycja
    The Use of Heuristic Algorithms: A Case Study of a Card Game
    (Wydawnictwo Politechniki Łódzkiej, 2018) Lichy, Krzysztof; Mazur, Marcin; Stolarek, Jan; Lipiński, Piotr
    In this paper we introduce the results of an experiment consisting in the creation of artificial intelligence using the heuristic algorithm Monte Carlo Tree Search and evaluation of its effectiveness in the card game Thousand.
  • Pozycja
    Affective Pathfinding in Video Games
    (Wydawnictwo Politechniki Łódzkiej, 2018) Daszuta, Marcin; Wróbel, Filip; Rynkiewicz, Filip; Szajerman, Dominik; Napieralski, Piotr
    To allow player submerge in created environment of a video game, agents called Non-Player Characters (NPCs) should act believably. One of the most vital aspect, in case of NPCs is pathfinding. There are a few methods that allow change path finding algorithms to become more human-like. Yet, those are not considering many vital aspects of human decisions regarding path choosing. The main purpose of this paper is to present known approaches and show example of a new approach that wider considers psychological aspects of decision making in case of choosing a path.