Journal of Applied Computer Science

Stały URI zbioruhttp://hdl.handle.net/11652/3824

Journal of Applied Computer Science publishes original papers concerned with theory and practice of computer science and innovative computer technology as well as their application in engineering, biomedicine, ecology, socioeconomics and education.

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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
    Heterogeneous Fog Generated with the E ect of Light Scattering and Blur
    (Wydawnictwo Politechniki Łódzkiej, 2018) Gawron, Michał; Boryczka, Urszula
    The development of computer graphics forces new requirements on the developers, which will make the virtual world more similar to the real world. One of these elements is the simulation of fog. Common fog algorithms mix the color of the scene with the color of the fog over a certain distance. However, one feature of the naturally foggy scenery is ignored. With the distance and density of the fog, the observed scenery or individual objects become more blurred. In this paper we will present our implementation of the distance fog in the Unreal Engine 4, including the effect of blurring the foggy areas, simulating of light scattering and variations in fog density using noise.
  • 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.