Search for dissertations about: "ai game"

Showing result 1 - 5 of 9 swedish dissertations containing the words ai game.

  1. 1. Exploring Game Design through Human-AI Collaboration

    Author : Alberto Alvarez; Jose Font; Julian Togelius; Steve Dahlskog; Nancy L Russo; Georgios N. Yannakakis; Malmö universitet; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; Computer Games; Human-AI Collaboration; Mixed-Initiative; Procedural Content Generation; Quality Diversity; Computational Creativity; Interaktionsdesign; Interaktionsdesign;

    Abstract : Game design is a hard and multi-faceted task that intertwines different gameplay mechanics, audio, level, graphic, and narrative facets. Games' facets are developed in conjunction with others with a common goal that makes games coherent and interesting. READ MORE

  2. 2. Characterising action potential in virtual game worlds applied with the mind module

    Author : Mirjam Palosaari Eladhari; Clive Fencott; Paul Van Schaik; Michael Mateas; Richard Bartle; Alan Hind; Högskolan på Gotland; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; AI; characterisation; MMO; VGW; characterising action potential;

    Abstract : Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. READ MORE

  3. 3. Characterising action potential in virtual game worlds applied with the mind module

    Author : Mirjam Palosaari Eladhari; Michael Mateas; Paul Van Schaik; Clive Fencott; Richard Bartle; Alan Hind; Högskolan på Gotland; []
    Keywords : HUMANIORA; HUMANITIES; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Computer games; AI; characterisation; MMO; VGW; characterising action potential;

    Abstract : Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. READ MORE

  4. 4. Do Non Player Characters dream of electric sheep? : A thesis about Players, NPCs, Immersion and Believability

    Author : Magnus Johansson; Henricus Verhagen; Robert Ramberg; Ernest Adams; Stockholms universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Social norms; MMOGs; MORPGs; FPS; Clans; Guilds; Rules; NPCs; Games AI; Game Design; Game evaluation tools; Immersion; Believability; Computer and Systems Sciences; data- och systemvetenskap;

    Abstract : This is a thesis that deals with the norms and rules of players playing online games together. It is also a thesis about believability, the current capabilities of non-player characters (NPCs) and the attitudes amongst game developers towards dynamic and systemic games AI. READ MORE

  5. 5. Multi-Agent Potential Field based Architectures for Real-Time Strategy Game Bots

    Author : Johan Hagelbäck; Stefan J. Johan; Pieter Spronck; Blekinge Tekniska Högskola; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; real-time strategy; potential fields; multi-agent systems; emergent behavior; Computer Science; Datavetenskap;

    Abstract : Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically in a war setting. The player uses workers to gather resources, which in turn are used for creating new buildings, training combat units, build upgrades and do research. The game is won when all buildings of the opponent(s) have been destroyed. READ MORE