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Data Stream Mining Algorithms for Building Decision Models in a Computer Role-Playing Game Simulation 在计算机角色扮演游戏仿真中建立决策模型的数据流挖掘算法
Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.14
R. M. M. Vallim, A. Carvalho, João Gama
Computer games are attracting increasing interest in the Artificial Intelligence (AI) research community, mainly because games involve reasoning, planning and learning. One area of particular interest in the last years is the creation of adaptive game AI. Adaptive game AI is the implementation of AI in computer games that holds the ability to adapt to changing circumstances, i.e., to exhibit adaptive behavior during the play. This kind of adaptation can be created using Machine Learning techniques, such as neural networks, reinforcement learning and bioinspired methods.In order to learn online, a system needs to overcome the main difficulties imposed by games: processing time and memory requirements. Learning in a game needs to be fast and the memory available is usually not enough to store a large number of training examples to a traditional Machine Learning technique. In this context, methods for mining data streams seem to be a natural approach. Data streams are, by definition, sequences of training examples that arrive over time. In the data stream scenario, algorithms are usually incremental and capable of adapting the decision model when a change in the distribution of the training examples is detected. One particularly interesting algorithm for mining data streams is the Very Fast Decision Tree (VFDT). VFDTs are incremental decision trees designed specifically to meet the data stream problem requirements.In this paper, we analyse the use of VFDTs in the task of learning in a Computer RolePlaying Game context. First, we simulate data from manually designed tactics for a Computer RolePlaying Game, based on Spronck's static tactics, and test the suitability of VFDT to rapid learn these tactics. Afterwards, we conduct an experiment in order to simulate a data stream of examples where changes of tactics occur over time, and analyse how VFDT and some of its variations respond to these changes in the target concept.
电脑游戏吸引了人工智能(AI)研究界越来越多的兴趣,主要是因为游戏涉及推理、计划和学习。在过去的几年里,人们特别感兴趣的一个领域是自适应游戏AI的创造。适应性游戏AI是指在电脑游戏中执行能够适应不断变化的环境的AI,即在游戏过程中表现出适应性行为。这种适应可以通过机器学习技术来实现,比如神经网络、强化学习和生物启发方法。为了在线学习,系统需要克服游戏带来的主要困难:处理时间和内存要求。在游戏中学习需要快速,而可用的内存通常不足以存储传统机器学习技术的大量训练示例。在这种情况下,挖掘数据流的方法似乎是一种自然的方法。根据定义,数据流是随时间到达的训练示例序列。在数据流场景中,算法通常是增量的,并且能够在检测到训练样本分布的变化时适应决策模型。挖掘数据流的一个特别有趣的算法是快速决策树(VFDT)。vfdt是专门为满足数据流问题需求而设计的增量决策树。在本文中,我们分析了vfdt在计算机角色扮演游戏情境下的学习任务中的使用。首先,我们基于Spronck的静态战术,模拟了计算机角色扮演游戏中人工设计的战术数据,并测试了VFDT快速学习这些战术的适用性。之后,我们进行了一个实验,以模拟战术随时间变化的示例数据流,并分析VFDT及其一些变化如何响应目标概念中的这些变化。
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引用次数: 1
Fluid Simulation with Two-Way Interaction Rigid Body Using a Heterogeneous GPU and CPU Environment 基于异构GPU和CPU环境的双向交互刚体流体仿真
Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.25
José Ricardo da S. Junior, E. Clua, A. Montenegro, P. Pagliosa
Simulation of natural phenomena, such as water and smoke, is a very important topic to increase real time scene realism in video-games. Besides the graphical aspect, in order to achieve realism, it is necessary to correctly simulate and solve its complex governing equations, requiring an intense computational work.Fluid simulation is achieved by solving the Navier-Stokes set of equations, using a numerical method in CPU or GPU, independently, as these equations do not have an analytical solution. The real time simulacraon also requires the simulation of interaction of the particles with objects in the scene, requiring many collision and contact forces calculation, which may drastically increase the computational time. In this paper we propose an heterogeneous multicore CPU and GPU hybrid architecture for fluid simulation with two-ways of interaction between them, and with a fine granularity control over rigid body's shape collision. We also show the impact of this heterogeneous architecture over GPU and CPU bounded simulations, which is commonly used for this kind of application. The heterogeneous architecture developed in this work is developed to best fit the Single Instruction Multiple Thread (SIMT) model used by GPUs in all simulation stages, allowing a high level performance increase.
模拟自然现象,如水和烟雾,是提高视频游戏实时场景真实感的一个非常重要的课题。除了图形方面,为了达到真实感,需要对其复杂的控制方程进行正确的模拟和求解,需要大量的计算工作。流体模拟是通过在CPU或GPU中独立使用数值方法求解Navier-Stokes方程组来实现的,因为这些方程没有解析解。实时仿真还需要模拟场景中粒子与物体的相互作用,需要计算大量的碰撞力和接触力,这可能会大大增加计算时间。本文提出了一种异构多核CPU和GPU混合的流体仿真体系结构,实现了CPU和GPU之间的双向交互,并对刚体形状碰撞进行了细粒度控制。我们还展示了这种异构架构对GPU和CPU有限模拟的影响,这种模拟通常用于这类应用程序。在这项工作中开发的异构架构是为了最适合gpu在所有仿真阶段使用的单指令多线程(SIMT)模型,从而实现高水平的性能提升。
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引用次数: 13
Desktop-CAVE for First Person Shooter Games 桌面洞穴为第一人称射击游戏
Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.18
Fernando Roman, Anderson Maciel, L. Nedel
Games are everywhere and, with the sharp improvement of graphics in the later years, a new challenge is to create better interfaces to amplify the sensorial experience of game players. In this context, the present work proposes a desktop based CAVE system using three video monitors with dynamic angles between them. Our hypothesis is that such a system provide an improvement in the players' peripheral vision for 3D first person shooter games. This would even benefit the player performance. In our implementation we used augmented reality and computer vision techniques to calibrate the monitors. Graphics libraries (ARToolkit e OpenGL) have been used to detect and calibrate monitors within the same 3D space and calculate the angles between them. The open source game AssaultCube has been modified to support three monitors and different camera angles. The game have shown to be entertaining and has been used as a use case for user tests. Tests have shown that the desktop CAVE system allows for performance improvement as the players make significatively less look- around movements with the mouse while keeping the average number of kills and deaths favorable in relation to a conventional one monitor setup.
游戏无处不在,随着近年来图像技术的飞速发展,创造更好的界面以增强游戏玩家的感官体验成为一个新的挑战。在这种情况下,本研究提出了一个基于桌面的CAVE系统,该系统使用三个具有动态角度的视频监视器。我们的假设是,这样的系统可以改善玩家在3D第一人称射击游戏中的周边视觉。这甚至有利于玩家的表现。在我们的实现中,我们使用增强现实和计算机视觉技术来校准监视器。图形库(ARToolkit和OpenGL)已被用于检测和校准同一3D空间内的监视器,并计算它们之间的角度。开源游戏AssaultCube已经被修改为支持三个显示器和不同的摄像机角度。这款游戏具有娱乐性,并被用作用户测试的用例。测试表明,桌面版CAVE系统的性能得到了提高,因为玩家在使用鼠标进行更少的环顾运动的同时,还能保持比传统的单显示器设置更有利的平均击杀和死亡次数。
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引用次数: 1
Understanding Virtual Actors 了解虚拟演员
Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.11
R. E. D. Silva, I. Iurgel, Manuel Filipe dos Santos, Pedro Branco, Nelson Zagalo
Autonomous Digital Actors represent the next step in authoring movies with believable characters, in a way that will allow them to be trained for acting specific roles in a story, suggesting appropriate behaviors during their performance. This article presents an overview of the art of acting and directing and how these concepts were used to elaborate a Virtual Actor metaphor. Also, we present an agent architecture for describing and implementing the virtual actors' acting knowledge base.
自主数字演员代表了创作具有可信角色的电影的下一步,在某种程度上,他们可以接受训练,在故事中扮演特定的角色,在表演中建议适当的行为。本文概述了表演和导演的艺术,以及如何使用这些概念来阐述虚拟演员的隐喻。此外,我们还提出了一个用于描述和实现虚拟演员表演知识库的代理体系结构。
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引用次数: 7
Evaluation of 3D Applications on Mobile Gaming Consoles Using Client-Server Architecture 基于客户端-服务器架构的移动游戏机3D应用评估
Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.20
Alejandro Caro, Wilson J. Sarmiento
Within the mobile devices, the gaming consoles have the greatest graphic processing capabilities, in this category can be find the Nintendo DS and Sony PSP. Despite their resources there is minimal use of client-server architectures. This potential opens the possibility of using this kind of system where the gaming console acts as a graphic terminal that visualize a 3D world and a desktop computer act as the server to storage the geometric structure of this one. In the mobile gaming consoles class, the platform created by Sony Corporation, called Play Station Portable, has the highest graphic processing potential, and that is why it was chosen for the construction of the system proposed in this work. This paper proposed a client-server system that updates a 3D world in real time and displays it in the graphic terminal, with the geometric information transmitted by the server in response to the user actions, it is also presented a benchmark test to verify the capabilities of gaming consoles.
在移动设备中,游戏主机拥有最强大的图像处理能力,在这一类别中可以找到任天堂DS和索尼PSP。尽管有这些资源,但客户机-服务器架构的使用很少。这种潜力开启了使用这种系统的可能性,在这种系统中,游戏控制台充当可视化3D世界的图形终端,台式电脑充当存储该世界几何结构的服务器。在移动游戏控制台类中,索尼公司创建的平台,称为Play Station Portable,具有最高的图形处理潜力,这就是为什么它被选择用于构建本工作中提出的系统。本文提出了一个实时更新三维世界并在图形终端上显示的客户端-服务器系统,服务器端根据用户的动作传输几何信息,并给出了一个基准测试来验证游戏机的能力。
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引用次数: 1
Procedural Natural Systems for Game Level Design 游戏关卡设计的程序自然系统
Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.31
R. Huijser, Jeroen Dobbe, W. Bronsvoort, Rafael Bidarra
Due to the increase in magnitude and level of detail of next-gen games, the time required to manually design a game level has increased dramatically. This paper introduces procedural natural systems, a novel approach aimed at reducing the time needed to design large-scale natural phenomena for game levels. The concept of natural systems separates the shape of a natural phenomenon from its footprint, allowing a designer to edit either of them separately. Various procedural techniques are used to combine the shape and footprint of a natural system, as well as to tweak these in real-time in a game world. We conclude that natural systems provide a solid foundation for intuitive, flexible and efficient procedural generation of significant portions of a game level.
由于次世代游戏的规模和细节水平的增加,手动设计游戏关卡所需的时间大大增加。本文介绍了程序自然系统,这是一种旨在减少为游戏关卡设计大规模自然现象所需时间的新方法。自然系统的概念将自然现象的形状与其足迹分开,允许设计师单独编辑它们中的任何一个。各种程序技术用于组合自然系统的形状和足迹,以及在游戏世界中实时调整它们。我们的结论是,自然系统为游戏关卡重要部分的直观、灵活和高效的程序生成提供了坚实的基础。
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引用次数: 17
A Soft Real-Time Concurrent Graphics Platform 一个软实时并发图形平台
Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.12
André Ferreira Bem Silva, Felipe Alves, Olinto J. V. Furtado
This article describes a language and framework that aims to ease soft real-time and concurrent programming for games. The defined language extends the standard C 99 language, adding some new constructions to it. Its standard library provides some graphical utilities for game development, object file loading, rendering optimization passes, built-in physical simulation, high-level collision detection, 3D audio and shader loading. It also provides basic concurrent programming structures and real-time support by some functions which changes real-time exception handling. This extension, CEx, was implemented as a extension of the Clang compiler that generates code for the Low Level Virtual Machine (LLVM). From this implementation, it was possible to provide an environment for game development, which comprehends the language, and an intermediary library for concurrency, real-time signals and graphics.
本文描述了一种旨在简化游戏软实时和并发编程的语言和框架。定义的语言扩展了标准的c99语言,增加了一些新的结构。它的标准库为游戏开发、对象文件加载、渲染优化通道、内置物理模拟、高级碰撞检测、3D音频和着色器加载提供了一些图形实用程序。它还提供了基本的并发编程结构和一些函数的实时支持,这些函数改变了实时异常处理。这个扩展,CEx,是作为Clang编译器的扩展实现的,Clang编译器为低级虚拟机(LLVM)生成代码。从这个实现中,我们可以为游戏开发提供一个理解语言的环境,以及一个用于并发、实时信号和图形的中间库。
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引用次数: 0
Generation of Cartoon 2D Cracks Based on Leaf Venation Patterns 基于叶脉图案的二维卡通裂纹生成
Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.22
J. Couto, Tiago Marcelino, Henry Braun, Diogo Strube de Lima, S. Musse
This paper presents a model for generating 2D cracks in real-time for application in games and cartoon animations. Cracks are generated based on a method previously used for leaf venation patterns. We describe a procedural model to generate cracks that can be customized for application in games, generating different visual results depending on interactive parameters. Results were visually evaluated by users and indicate that hypothesis to adopt leaf venation patterns to generate cracks is valid and possible for interactive applications.
本文提出了一种用于游戏和卡通动画中实时生成二维裂纹的模型。裂缝是基于先前用于叶脉图案的方法产生的。我们描述了一个程序模型来生成可以在游戏中定制应用的裂缝,根据交互参数产生不同的视觉结果。用户对结果进行了直观评价,表明采用叶脉结构产生裂缝的假设是有效的,并且可能用于交互式应用。
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引用次数: 3
Increasing the Eciency of NPCs Using a Focus of Attention Based on Emotions and Personality 使用基于情感和个性的注意力焦点来提高npc的效率
Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.27
Alberto Signoretti, Antonino Feitosa Neto, André M. C. Campos, A. Canuto, S. Fialho
Several games nowadays try to improve the player immersion by representing human behavior as real as possible, generally using agent technologies to model non-player characters (NPCs). However, agent-based behavioral models representing the existing complexity of, for instance, a decision-making for a real life situation can become a very intensive computing task. For this reason, real-time simulation-based games may benefit from optimizations produced on how NPCs react to changes in the simulated game world. This paper presents an approach for speeding up the decision-making of autonomous agents representing NPCs of a game. The optimization is reached by bounding the agent perception to a subset of all agent surrounding elements, which contains only the most important elements for the agent at current time. In other words, the agent is modeled as having "focus of attention". The attention focus represented in this work is based on theories of emotions and personality.
现在有一些游戏试图通过尽可能真实地呈现人类行为来提高玩家的沉浸感,通常使用代理技术来模拟非玩家角色(npc)。然而,基于智能体的行为模型代表了现有的复杂性,例如,现实生活中的决策可能成为一项非常密集的计算任务。出于这个原因,基于实时模拟的游戏可能会受益于npc对模拟游戏世界变化的反应。本文提出了一种加速代表游戏中npc的自主代理决策的方法。通过将代理感知绑定到所有代理周围元素的子集来实现优化,其中仅包含当前代理最重要的元素。换句话说,代理被建模为具有“注意力焦点”。该作品所表现的注意力集中是基于情感和人格理论。
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引用次数: 7
A Model for Real Time Ocean Breaking Waves Animation 一个模型的实时海洋破浪动画
Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.15
Diogo Strube de Lima, Henry Braun, S. Musse
This paper presents a procedural model for ocean breaking waves in real time. Since the growth of digital games, more ocean, coast and beach scenarios have appeared, but these games rarely use breaking waves. The model proposed in this paper aims to animate waves with minimal graphic processing unit (GPU) and computer processing unit (CPU) costs. Using a few set of parameters, our procedural model generates an unique ocean-like scenario. This model could be employed in several types of games and applications. Results indicate that our real time breaking waves are visually accepted and have minimal impact on application performance.
本文提出了一种海洋破浪的实时过程模型。随着数字游戏的发展,出现了更多海洋、海岸和沙滩场景,但这些游戏很少使用海浪。本文提出的模型旨在以最小的图形处理单元(GPU)和计算机处理单元(CPU)成本来动画波浪。使用几组参数,我们的过程模型生成了一个独特的类似海洋的场景。这种模式可以应用于多种类型的游戏和应用程序。结果表明,我们的实时中断波在视觉上是可接受的,并且对应用程序性能的影响最小。
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引用次数: 3
期刊
2010 Brazilian Symposium on Games and Digital Entertainment
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