2011 Brazilian Symposium on Games and Digital Entertainment最新文献

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Combining Reinforcement Learning with a Multi-level Abstraction Method to Design a Powerful Game AI 结合强化学习与多层次抽象方法设计强大的游戏AI
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.21
C. Madeira, V. Corruble
{"title":"Combining Reinforcement Learning with a Multi-level Abstraction Method to Design a Powerful Game AI","authors":"C. Madeira, V. Corruble","doi":"10.1109/SBGAMES.2011.21","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.21","url":null,"abstract":"This paper investigates the design of a challenging Game AI for a modern strategy game, which can be seen as a large-scale multiagent simulation of an historical military confrontation. As an alternative to the typical script-based approach used in industry, we test an approach where military units and leaders, organized in a hierarchy, learn to improve their collective behavior through playing repeated games. In order to allow the application of a reinforcement learning framework at each level of this complex hierarchical decision-making structure, we propose an abstraction mechanism that adapts semi-automatically the level of detail of the state and action representations to the level of the agent. We also study specifically various reward signals as well as inter-agent communication setups and show their impact on the Game AI performance, distinctively in offensive and defensive modes. The resulting Game AI achieves very good performance when compared with the existing commercial script-based solution.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126875407","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Intelligent Behavior Simulation Module for Software Process Elements 软件过程要素智能行为仿真模块
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.29
Rafael O. Chaves, Walter Avelino da Luz Lobato, E. Tavares, S. Oliveira, T. C. Miranda, E. Favero
{"title":"Intelligent Behavior Simulation Module for Software Process Elements","authors":"Rafael O. Chaves, Walter Avelino da Luz Lobato, E. Tavares, S. Oliveira, T. C. Miranda, E. Favero","doi":"10.1109/SBGAMES.2011.29","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.29","url":null,"abstract":"Componentization is a Software Engineering (SE) strategy successfull in the development of new projects. Mainstream games use components that handle a set of functions elevant to a common aspect of a genre (e.g. real time strategy, first person shooter). However, Artificial Intelligence (AI) components, in spite of their great game play weight in current games, few has been researched and published about. This scenario gets worse when it comes to specific components for SE simulation games. This paper shows the results of the development of an AI component called Intelligent Behavior Simulation Module for Software Process Elements (MSCI-ep) for software process simulators. MSCI-ep objectives are to support and encourage development of this genre of educational games.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"159 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115537886","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Agents Behavior and Preferences Characterization in Civilization IV 《文明4》中的主体行为和偏好表征
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.17
Marlos C. Machado, Bruno S. L. Rocha, L. Chaimowicz
{"title":"Agents Behavior and Preferences Characterization in Civilization IV","authors":"Marlos C. Machado, Bruno S. L. Rocha, L. Chaimowicz","doi":"10.1109/SBGAMES.2011.17","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.17","url":null,"abstract":"Player Modeling is becoming an important feature in Digital Games. It basically consists in understanding and modeling the player characteristics and behaviors during the game and has been mainly used to improve the games artificial intelligence, making games more adaptable to different players. In this paper, we try to characterize the preference of the players using a novel approach in games: we use mathematical regressions to characterize players behavior, looking for functions that best fit these behaviors. Using AI controlled players in Civilization IV as a testbed, this characterization is performed by extracting game data (score and resources, for example) at the end of each turn and generating functions that characterize the data evolution during the game. We were able to obtain models that distinguish the agents preferences showing the effectiveness of this approach.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"144 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129577480","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
2D Shape Deformation Based on Positional Constraints and Layer Manipulation 基于位置约束和图层操作的二维形状变形
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.26
Tiago Mota, Claudio Esperança, Antonio A. F. Oliveira
{"title":"2D Shape Deformation Based on Positional Constraints and Layer Manipulation","authors":"Tiago Mota, Claudio Esperança, Antonio A. F. Oliveira","doi":"10.1109/SBGAMES.2011.26","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.26","url":null,"abstract":"This paper presents an interactive system for deforming two-dimensional objects based the manipulation of positional constraints and the creation and editing of layers representing parts of the object. The layers may be deformed in a independent way, or they can be related through regions of interest chosen by the user. Using tools for editing and deforming layers it is possible to achieve more natural results than single-layer approaches. The system is particularly suited to the animation of characters in the form of cartoons where arms or legs overlap the body or each other.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114084437","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Why Not with the Foot? 为什么不用脚呢?
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.33
E. X. L. Filho, M. Nunes, J. Comba, L. Nedel
{"title":"Why Not with the Foot?","authors":"E. X. L. Filho, M. Nunes, J. Comba, L. Nedel","doi":"10.1109/SBGAMES.2011.33","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.33","url":null,"abstract":"The evolution of graphics hardware in the past decade has made it possible to generate scenes in computer games with a high degree of realism, which in turn, requires richer interactions. However, while the number and complexity of possible interactive tasks increases, the motor capabilities of humans remains almost constant. One solution for this issue is to use other communication strategies. In this paper, we explore the foot as an interaction channel and demonstrate its viability to accomplish different tasks. We also show that interaction using the foot can be easily and efficiently implemented under different hardware configurations. To validate our hypothesis, we present results of three experiments involving different hardware and software configurations, and summarize the lessons learned and discuss potential avenues to continue this work.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"155 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114797585","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Making Them Alive 让他们活起来
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.28
Henry Braun, H. Souto, Julio C. S. Jacques Junior, L. Dihl, Adriana Braun, S. Musse, C. Jung, M. Thielo, R. Keshet
{"title":"Making Them Alive","authors":"Henry Braun, H. Souto, Julio C. S. Jacques Junior, L. Dihl, Adriana Braun, S. Musse, C. Jung, M. Thielo, R. Keshet","doi":"10.1109/SBGAMES.2011.28","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.28","url":null,"abstract":"This paper presents a model to reconstruct 3D virtual humans based on a single and spontaneous image. The main goal is to use computer vision and pattern recognition techniques to build coherent virtual humans according to an input picture. To achieve this goal we provide a semi-automatic process that includes 3D posture detection, segmentation of human body parts, and silhouette processing. Such information is used to generate a 3D virtual human, which can be further animated. The approach proposed in this paper aims to speed up the creation of 3D articulated characters, providing avatars based on pictures. Experimental results indicate that our approach is a good option for generating virtual humans from images based on a few mouse clicks.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115381333","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
SmartRabbit: A Mobile Exergame Using Geolocation SmartRabbit:一款使用地理定位的手机游戏
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.34
Diego R. Marins, Marcelo de O. D. Justo, G. Xexéo, B. Chaves, Cláudio D'Ipolitto
{"title":"SmartRabbit: A Mobile Exergame Using Geolocation","authors":"Diego R. Marins, Marcelo de O. D. Justo, G. Xexéo, B. Chaves, Cláudio D'Ipolitto","doi":"10.1109/SBGAMES.2011.34","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.34","url":null,"abstract":"This paper presents SmartRabbit and how the location-based games concepts were used in the development of this game. SmartRabbit is a mobile running game where players compete using a smart phone with GPS. This game was developed to show how a player's location can be used to create exergames and encourage people to practice exercises.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132165390","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 23
GPU Pathfinding Optimization GPU寻路优化
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.35
A. Silva, F. Rocha, A. Santos, Geber Ramalho, V. Teichrieb
{"title":"GPU Pathfinding Optimization","authors":"A. Silva, F. Rocha, A. Santos, Geber Ramalho, V. Teichrieb","doi":"10.1109/SBGAMES.2011.35","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.35","url":null,"abstract":"In recent years, GPUs (Graphics Processing Units) have shown a significant advance of computational resources available for the use of non-graphical applications. The ability to solve problems involving parallel computing as well as the development of new architectures that supports this new paradigm, such as CUDA (Compute Unified Device Architecture), have encouraged the use of GPU for general purpose applications, especially in games. Some parallel tasks which were CPU (Central Processing Unit) based are being ported over to the GPU due to theirs superior performance. One of these tasks is the path finding of an agent over a game map, which has already achieved a better performance on GPU, but is still limited. This paper describes some optimizations to a GPU path finding implementation, addressing larger work set (agents and nodes) with good performance.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134588928","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
GPU-Based Data Structure for a Parallel Ray Tracing Illumination Algorithm 基于gpu的并行光线追踪照明算法数据结构
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.22
D. Barboza, E. Clua
{"title":"GPU-Based Data Structure for a Parallel Ray Tracing Illumination Algorithm","authors":"D. Barboza, E. Clua","doi":"10.1109/SBGAMES.2011.22","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.22","url":null,"abstract":"Ray tracing is a largely employed technique for generating computer images with high fidelity and realism. However, this technique is very costly, mainly because of the intersection calculations made by the algorithm. Still, ray tracing is a highly parallelizable algorithm, since the calculations for a single light ray are independent from the others. This way, the implementation of the ray tracing on the GPU is a natural process. Data structures can be employed for reducing the processing load of the ray tracing algorithm, minimizing the number of intersection calculations. In recent works, these structures are being ported to the GPU, so they can be used to accelerate various parallel algorithms. In this work, we proposed a GPU ray tracing implementation using an octree as acceleration structure. Every single step of the algorithm runs in parallel on the GPU, so the communication bottleneck between the GPU and the CPU is eliminated. This work also proposes the study of which is the best way to represent the octree on the GPU, by comparing two different approaches.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"117 8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115556012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Turning Real-World Software Development into a Game 将现实世界的软件开发变成游戏
2011 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2011-11-07 DOI: 10.1109/SBGAMES.2011.32
E. Passos, Danilo Medeiros, P. Neto, E. Clua
{"title":"Turning Real-World Software Development into a Game","authors":"E. Passos, Danilo Medeiros, P. Neto, E. Clua","doi":"10.1109/SBGAMES.2011.32","DOIUrl":"https://doi.org/10.1109/SBGAMES.2011.32","url":null,"abstract":"Software development is a challenging, but seldom amusing activity. At the same time, gamification, a recent trend that brings game mechanics to websites and interactive media, together with many past works that propose the use of serious games to teach software engineering in a fun way, show evidence that this type of real-world activity can also incorporate game design elements. In this work, we propose a novel approach: incorporating game mechanics directly into a software development process, effectively turning it into a live game. We show interesting results from a case study with a production team of a software house, and firmly believe it is important that the game academic community spreads this type of knowledge to influence other research areas.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"195 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125727938","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 60
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