首页 > 最新文献

IEEE Transactions on Computational Intelligence and AI in Games最新文献

英文 中文
Creating AI Characters for Fighting Games Using Genetic Programming 利用遗传编程为格斗游戏创造AI角色
Q2 Computer Science Pub Date : 2017-12-01 DOI: 10.1109/TCIAIG.2016.2642158
G. Martínez-Arellano, R. Cant, D. Woods
This paper proposes a character generation approach for the M.U.G.E.N. fighting game that can create engaging AI characters using a computationally cheap process without the intervention of the expert developer. The approach uses a genetic programming algorithm that refines randomly generated character strategies into better ones using tournament selection. The generated AI characters were tested by 27 human players and were rated according to results, perceived difficulty and how engaging the gameplay was. The main advantages of this procedure are that no prior knowledge of how to code the strategies of the AI character is needed and there is no need to interact with the internal code of the game. In addition, the procedure is capable of creating a wide diversity of players with different strategic skills, which could be potentially used as a starting point to a further adaptive process.
本文提出了一种针对《M.U.G.E.N.》格斗游戏的角色生成方法,即无需专业开发者的干预便能够使用廉价的计算过程创造出引人入胜的AI角色。该方法使用遗传编程算法,通过锦标赛选择将随机生成的角色策略细化为更好的角色策略。生成的AI角色由27名人类玩家测试,并根据结果、感知难度和游戏玩法的吸引力进行评分。这一过程的主要优势在于无需事先了解如何编写AI角色的策略,也无需与游戏的内部代码进行交互。此外,这一过程能够创造出具有不同战略技能的多样化玩家,这可能被用作进一步适应过程的起点。
{"title":"Creating AI Characters for Fighting Games Using Genetic Programming","authors":"G. Martínez-Arellano, R. Cant, D. Woods","doi":"10.1109/TCIAIG.2016.2642158","DOIUrl":"https://doi.org/10.1109/TCIAIG.2016.2642158","url":null,"abstract":"This paper proposes a character generation approach for the M.U.G.E.N. fighting game that can create engaging AI characters using a computationally cheap process without the intervention of the expert developer. The approach uses a genetic programming algorithm that refines randomly generated character strategies into better ones using tournament selection. The generated AI characters were tested by 27 human players and were rated according to results, perceived difficulty and how engaging the gameplay was. The main advantages of this procedure are that no prior knowledge of how to code the strategies of the AI character is needed and there is no need to interact with the internal code of the game. In addition, the procedure is capable of creating a wide diversity of players with different strategic skills, which could be potentially used as a starting point to a further adaptive process.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2016.2642158","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44519444","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: 24
Learning to Generate Video Game Maps Using Markov Models 学习使用马尔可夫模型生成电子游戏地图
Q2 Computer Science Pub Date : 2017-12-01 DOI: 10.1109/TCIAIG.2016.2623560
Sam Snodgrass, Santiago Ontañón
Procedural content generation has become a popular research topic in recent years. However, most content generation systems are specialized to a single game. We are interested in methods that can generate content for a wide variety of games without a game-specific algorithm design. Statistical approaches are a promising avenue for such generators and, more specifically, map generators. In this paper, we explore Markov models as a means of modeling and generating content for multiple domains. We apply our Markov models to Super Mario Bros., Loderunner , and Kid Icarus in order to determine how well our models perform in terms of the playability of the content generated, the expressive ranges of the models, and the effects of training data on those expressive ranges.
程序内容生成是近年来的一个热门研究课题。然而,大多数内容生成系统都是专门针对单个游戏的。我们感兴趣的是可以在没有特定游戏算法设计的情况下为各种游戏生成内容的方法。统计方法是这类生成器,更具体地说,地图生成器的一个很有前途的途径。在本文中,我们探讨了马尔可夫模型作为一种建模和生成多个领域内容的方法。我们将马尔可夫模型应用于《超级马里奥兄弟》、《洛德龙》和《小伊卡洛斯》,以确定我们的模型在生成内容的可玩性、模型的表达范围以及训练数据对这些表达范围的影响方面的表现。
{"title":"Learning to Generate Video Game Maps Using Markov Models","authors":"Sam Snodgrass, Santiago Ontañón","doi":"10.1109/TCIAIG.2016.2623560","DOIUrl":"https://doi.org/10.1109/TCIAIG.2016.2623560","url":null,"abstract":"Procedural content generation has become a popular research topic in recent years. However, most content generation systems are specialized to a single game. We are interested in methods that can generate content for a wide variety of games without a game-specific algorithm design. Statistical approaches are a promising avenue for such generators and, more specifically, map generators. In this paper, we explore Markov models as a means of modeling and generating content for multiple domains. We apply our Markov models to Super Mario Bros., Loderunner , and Kid Icarus in order to determine how well our models perform in terms of the playability of the content generated, the expressive ranges of the models, and the effects of training data on those expressive ranges.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2016.2623560","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48083947","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: 63
Leveraging Intention Revision in Narrative Planning to Create Suspenseful Stories 利用叙事策划中的意图修正创造悬疑故事
Q2 Computer Science Pub Date : 2017-12-01 DOI: 10.1109/TCIAIG.2016.2593977
M. Fendt, R. Young
Character intention revision is an essential component of stories, but it has yet to be incorporated into story generation systems. However, intentionality, one component of intention revision, has been explored in both narrative generation and logical formalisms. The intention revision in storytelling (IRIS) system adopts the belief/desire/intention framework of intentionality from logical formalisms and combines it with preexisting concepts of intentionality in narrative. IRIS also introduces the crucial concept of intention revision for the protagonist of the story. The IRIS system uses its generative power alongside psychological and narrative models of suspense to computationally create suspenseful stories. It has been used in the creation of suspenseful noninteractive text stories and an interactive text-based video game.
角色意图修正是故事的重要组成部分,但它尚未被纳入故事生成系统。然而,意向性作为意图修正的一个组成部分,在叙事生成和逻辑形式主义中都得到了探讨。叙事意图修正(IRIS)系统采用了逻辑形式主义中的意向性信念/欲望/意图框架,并将其与叙事中预先存在的意向性概念相结合。IRIS还为故事的主角引入了至关重要的意图修正概念。IRIS系统利用其生成能力以及心理和叙事悬疑模型来计算创造悬疑故事。它被用于创造悬疑的非互动文本故事和基于文本的互动电子游戏。
{"title":"Leveraging Intention Revision in Narrative Planning to Create Suspenseful Stories","authors":"M. Fendt, R. Young","doi":"10.1109/TCIAIG.2016.2593977","DOIUrl":"https://doi.org/10.1109/TCIAIG.2016.2593977","url":null,"abstract":"Character intention revision is an essential component of stories, but it has yet to be incorporated into story generation systems. However, intentionality, one component of intention revision, has been explored in both narrative generation and logical formalisms. The intention revision in storytelling (IRIS) system adopts the belief/desire/intention framework of intentionality from logical formalisms and combines it with preexisting concepts of intentionality in narrative. IRIS also introduces the crucial concept of intention revision for the protagonist of the story. The IRIS system uses its generative power alongside psychological and narrative models of suspense to computationally create suspenseful stories. It has been used in the creation of suspenseful noninteractive text stories and an interactive text-based video game.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2016.2593977","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47699986","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
Changing Resources Available to Game Playing Agents: Another Relevant Design Factor in Agent Experiments 改变游戏代理的可用资源:代理实验中的另一个相关设计因素
Q2 Computer Science Pub Date : 2017-12-01 DOI: 10.1109/TCIAIG.2016.2565558
Eun-Youn Kim, D. Ashlock
The iterated prisoner's dilemma is a simultaneous two-player game widely used in studies on cooperation and conflict. Recent research has demonstrated that a number of factors change the behavior of evolved agents in a manner not consistent with controlled studies. This study extends a preliminary exploration of the impact of changing the level of computational or informational resources available to game playing agents on their ensemble behavior. Both these categories of information are shown to have an impact on agent behavior. Four representations are studied: lookup tables, Markov chains, finite-state machines, and feed-forward neural nets. An assessment tool called the play profile is used to demonstrate that both the cooperativeness and the change in cooperativeness over evolutionary time are substantially different for different resource levels within a representational type. Lookup tables and neural nets are found to change the least when the resource levels they are presented with are varied, while Markov chains vary the most. Available internal resources are also found to change the competitive ability of agents as well as the rate at which they become cooperative as evolution proceeds.
迭代囚犯困境是一种同时存在的两人博弈,在合作与冲突研究中得到了广泛的应用。最近的研究表明,许多因素以与对照研究不一致的方式改变进化剂的行为。这项研究扩展了对改变游戏代理可用的计算或信息资源水平对其集成行为的影响的初步探索。这两类信息都会对代理行为产生影响。研究了四种表示:查找表、马尔可夫链、有限状态机和前馈神经网络。一种称为游戏概况的评估工具被用来证明,在一个代表性类型中,对于不同的资源水平,合作性和合作性随进化时间的变化都是显著不同的。当资源级别不同时,查找表和神经网络的变化最小,而马尔可夫链的变化最大。随着进化的进行,可用的内部资源也会改变代理人的竞争能力以及他们变得合作的速度。
{"title":"Changing Resources Available to Game Playing Agents: Another Relevant Design Factor in Agent Experiments","authors":"Eun-Youn Kim, D. Ashlock","doi":"10.1109/TCIAIG.2016.2565558","DOIUrl":"https://doi.org/10.1109/TCIAIG.2016.2565558","url":null,"abstract":"The iterated prisoner's dilemma is a simultaneous two-player game widely used in studies on cooperation and conflict. Recent research has demonstrated that a number of factors change the behavior of evolved agents in a manner not consistent with controlled studies. This study extends a preliminary exploration of the impact of changing the level of computational or informational resources available to game playing agents on their ensemble behavior. Both these categories of information are shown to have an impact on agent behavior. Four representations are studied: lookup tables, Markov chains, finite-state machines, and feed-forward neural nets. An assessment tool called the play profile is used to demonstrate that both the cooperativeness and the change in cooperativeness over evolutionary time are substantially different for different resource levels within a representational type. Lookup tables and neural nets are found to change the least when the resource levels they are presented with are varied, while Markov chains vary the most. Available internal resources are also found to change the competitive ability of agents as well as the rate at which they become cooperative as evolution proceeds.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2016.2565558","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44585904","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: 7
A User Trust System for Online Games—Part II: A Subjective Logic Approach for Trust Inference 网络游戏用户信任系统——第二部分:信任推理的主观逻辑方法
Q2 Computer Science Pub Date : 2017-12-01 DOI: 10.1109/TCIAIG.2016.2593000
R. Cardoso, A. Gomes, M. Freire
Representing, manipulating, and inferring trust from the user point of view certainly is a grand challenge in virtual worlds, including online games. When someone meets an unknown individual, the question is “Can I trust him/her or not?” This requires the user to have access to a representation of trust about others, as well as a set of operators to undertake inference about the trustability of other users/players. In this paper, we employ a trust representation generated from in-world data in order to feed individual trust decisions. To achieve that purpose, we assume that such a representation of trust already exists; in fact, it was proposed in another paper of ours. Thus, the focus here is on the trust mechanisms required to infer trustability of other users/players. More specifically, we use an individual trust representation deployed as a trust network as base to the inference mechanism that employs two subjective logic operators (consensus and discount) to automatically derive trust decisions. The proposed trust inference system has been validated through OpenSimulator scenarios, which has led to a 5% increase on trustability of avatars in relation to the reference scenario (without trust).
在包括网络游戏在内的虚拟世界中,从用户的角度表示、操纵和推断信任无疑是一个巨大的挑战。当某人遇到一个不知名的人时,问题是“我能信任他/她吗?”这要求用户能够访问对他人的信任表示,以及一组操作员来推断其他用户/参与者的可信任性。在本文中,我们使用从世界数据生成的信任表示来为个人的信任决策提供信息。为了实现这一目的,我们假设这种信任的表示已经存在;事实上,这是在我们的另一篇论文中提出的。因此,这里的重点是推断其他用户/玩家的可信任性所需的信任机制。更具体地说,我们使用部署为信任网络的个人信任表示作为推理机制的基础,该推理机制使用两个主观逻辑算子(一致性和折扣)来自动推导信任决策。所提出的信任推理系统已通过OpenSimulator场景进行了验证,与参考场景(无信任)相比,化身的可信任性提高了5%。
{"title":"A User Trust System for Online Games—Part II: A Subjective Logic Approach for Trust Inference","authors":"R. Cardoso, A. Gomes, M. Freire","doi":"10.1109/TCIAIG.2016.2593000","DOIUrl":"https://doi.org/10.1109/TCIAIG.2016.2593000","url":null,"abstract":"Representing, manipulating, and inferring trust from the user point of view certainly is a grand challenge in virtual worlds, including online games. When someone meets an unknown individual, the question is “Can I trust him/her or not?” This requires the user to have access to a representation of trust about others, as well as a set of operators to undertake inference about the trustability of other users/players. In this paper, we employ a trust representation generated from in-world data in order to feed individual trust decisions. To achieve that purpose, we assume that such a representation of trust already exists; in fact, it was proposed in another paper of ours. Thus, the focus here is on the trust mechanisms required to infer trustability of other users/players. More specifically, we use an individual trust representation deployed as a trust network as base to the inference mechanism that employs two subjective logic operators (consensus and discount) to automatically derive trust decisions. The proposed trust inference system has been validated through OpenSimulator scenarios, which has led to a 5% increase on trustability of avatars in relation to the reference scenario (without trust).","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2016.2593000","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43128409","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: 7
Accelerating Board Games Through Hardware/Software Codesign 通过硬件/软件协同设计加速桌面游戏
Q2 Computer Science Pub Date : 2017-12-01 DOI: 10.1109/TCIAIG.2016.2604923
J. Olivito, J. Resano, J. L. Briz
Board games applications usually offer a great user experience when running on desktop computers. Powerful high-performance processors working without energy restrictions successfully deal with the exploration of large game trees, delivering strong play to satisfy demanding users. However, nowadays, more and more game players are running these games on smartphones and tablets, where the lower computational power and limited power budget yield a much weaker play. Recent systems-on-a-chip include programmable logic tightly coupled with general-purpose processors enabling the inclusion of custom accelerators for any application to improve both performance and energy efficiency. In this paper, we analyze the benefits of partitioning the artificial intelligence of board games into software and hardware. We have chosen as case studies three popular and complex board games, Reversi, Blokus, and Connect6. The designs analyzed include hardware accelerators for board processing, which improve performance and energy efficiency by an order of magnitude leading to much stronger and battery-aware applications. The results demonstrate that the use of hardware/software codesign to develop board games allows sustaining or even improving the user experience across platforms while keeping power and energy low.
桌面游戏应用程序在台式电脑上运行时通常提供出色的用户体验。强大的高性能处理器工作,没有能量限制,成功地处理大型游戏树的探索,提供强大的游戏,以满足苛刻的用户。然而,如今越来越多的游戏玩家开始在智能手机和平板电脑上运行这些游戏,这些设备的计算能力较低,且有限的功耗预算导致游戏效果较差。最近的单片系统包括与通用处理器紧密耦合的可编程逻辑,可以为任何应用程序包含定制加速器,以提高性能和能源效率。在本文中,我们分析了将桌游人工智能划分为软件和硬件的好处。我们选择了三款流行且复杂的桌面游戏——Reversi、Blokus和Connect6作为案例研究。分析的设计包括用于电路板处理的硬件加速器,它将性能和能源效率提高了一个数量级,从而导致更强大和电池敏感的应用。结果表明,使用硬件/软件协同设计来开发桌面游戏可以在保持低功耗和低能耗的同时维持甚至改善跨平台的用户体验。
{"title":"Accelerating Board Games Through Hardware/Software Codesign","authors":"J. Olivito, J. Resano, J. L. Briz","doi":"10.1109/TCIAIG.2016.2604923","DOIUrl":"https://doi.org/10.1109/TCIAIG.2016.2604923","url":null,"abstract":"Board games applications usually offer a great user experience when running on desktop computers. Powerful high-performance processors working without energy restrictions successfully deal with the exploration of large game trees, delivering strong play to satisfy demanding users. However, nowadays, more and more game players are running these games on smartphones and tablets, where the lower computational power and limited power budget yield a much weaker play. Recent systems-on-a-chip include programmable logic tightly coupled with general-purpose processors enabling the inclusion of custom accelerators for any application to improve both performance and energy efficiency. In this paper, we analyze the benefits of partitioning the artificial intelligence of board games into software and hardware. We have chosen as case studies three popular and complex board games, Reversi, Blokus, and Connect6. The designs analyzed include hardware accelerators for board processing, which improve performance and energy efficiency by an order of magnitude leading to much stronger and battery-aware applications. The results demonstrate that the use of hardware/software codesign to develop board games allows sustaining or even improving the user experience across platforms while keeping power and energy low.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2016.2604923","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43517142","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
Effects of Gender on Perception and Interpretation of Video Game Character Behavior and Emotion 性别对电子游戏角色行为和情感感知与解释的影响
Q2 Computer Science Pub Date : 2017-12-01 DOI: 10.1109/TCIAIG.2016.2570006
Neesha Desai, Richard Zhao, D. Szafron
Gender in video games is a popular topic. However, the focus is usually on how gender is portrayed within games. In this paper, we examine the effects of players' gender on the perception of virtual character behavior and emotion based on the results of two user studies involving story-based games. The first study compared players' perception of virtual character behaviors. We analyzed perceived differences both by gender and by gaming experience. In this study, we found that female gamers were more appreciative of complex behaviors than male gamers. In the second study, we examined the influence of gender on player' ability to identify the emotion being displayed by a virtual character. We found that most emotions were identified comparably, with the exception of anger. Female players were significantly better at identifying angry characters compared to male players. We also investigated any perception differences between emotions expressed by male and female virtual characters, but we did not identify any statistically significant differences. Overall, the studies suggest that there are differences in how male and female players perceive virtual characters, and if game designers want players to perceive these characters in a certain way, they should consider the gender of targeted players.
电子游戏中的性别是一个热门话题。然而,焦点通常是如何在游戏中描绘性别。在本文中,我们基于两项涉及故事游戏的用户研究的结果,检验了玩家的性别对虚拟角色行为和情绪感知的影响。第一项研究比较了玩家对虚拟角色行为的感知。我们分析了性别和游戏体验的感知差异。在这项研究中,我们发现女性玩家比男性玩家更欣赏复杂的行为。在第二项研究中,我们考察了性别对玩家识别虚拟角色所表现情感的能力的影响。我们发现,除了愤怒,大多数情绪都是可比较的。与男性玩家相比,女性玩家更善于识别愤怒的角色。我们还调查了男性和女性虚拟角色表达的情绪之间的感知差异,但我们没有发现任何统计学上的显著差异。总体而言,研究表明,男性和女性玩家对虚拟角色的感知方式存在差异,如果游戏设计师希望玩家以某种方式感知这些角色,他们应该考虑目标玩家的性别。
{"title":"Effects of Gender on Perception and Interpretation of Video Game Character Behavior and Emotion","authors":"Neesha Desai, Richard Zhao, D. Szafron","doi":"10.1109/TCIAIG.2016.2570006","DOIUrl":"https://doi.org/10.1109/TCIAIG.2016.2570006","url":null,"abstract":"Gender in video games is a popular topic. However, the focus is usually on how gender is portrayed within games. In this paper, we examine the effects of players' gender on the perception of virtual character behavior and emotion based on the results of two user studies involving story-based games. The first study compared players' perception of virtual character behaviors. We analyzed perceived differences both by gender and by gaming experience. In this study, we found that female gamers were more appreciative of complex behaviors than male gamers. In the second study, we examined the influence of gender on player' ability to identify the emotion being displayed by a virtual character. We found that most emotions were identified comparably, with the exception of anger. Female players were significantly better at identifying angry characters compared to male players. We also investigated any perception differences between emotions expressed by male and female virtual characters, but we did not identify any statistically significant differences. Overall, the studies suggest that there are differences in how male and female players perceive virtual characters, and if game designers want players to perceive these characters in a certain way, they should consider the gender of targeted players.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2016.2570006","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46781353","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
Multiagent Path Finding With Persistence Conflicts 具有持久性冲突的多智能体寻径
Q2 Computer Science Pub Date : 2017-12-01 DOI: 10.1109/TCIAIG.2016.2620060
Bikramjit Banerjee, Caleb E. Davis
Multiagent path finding is the problem of finding paths for a set of agents—one for each agent—in a graph that the agents navigate simultaneously. Agents must navigate from their individual start to goal vertices without any collision. We argue that the prevalent treatment of path conflicts in the literature is incomplete for applications, such as computer games and crowd simulations, and extend the definition of path conflicts to accommodate cases where agents persist in their intermediate locations and even after reaching their goals. We show that an existing algorithm, conflict-based search (CBS), can be extended to handle these cases while preserving its optimality. Experiments show that our variant of CBS generates fewer nodes and runs faster than a competing algorithm.
多代理寻径问题是在代理同时导航的图中为一组代理(每个代理一个)寻找路径。智能体必须从它们各自的起始点导航到目标点而不发生任何碰撞。我们认为,文献中对路径冲突的普遍处理对于计算机游戏和人群模拟等应用来说是不完整的,并扩展了路径冲突的定义,以适应智能体坚持在中间位置甚至达到目标后的情况。我们证明了现有的基于冲突的搜索(CBS)算法可以扩展到处理这些情况,同时保持其最优性。实验表明,我们的CBS变体比竞争算法生成的节点更少,运行速度更快。
{"title":"Multiagent Path Finding With Persistence Conflicts","authors":"Bikramjit Banerjee, Caleb E. Davis","doi":"10.1109/TCIAIG.2016.2620060","DOIUrl":"https://doi.org/10.1109/TCIAIG.2016.2620060","url":null,"abstract":"Multiagent path finding is the problem of finding paths for a set of agents—one for each agent—in a graph that the agents navigate simultaneously. Agents must navigate from their individual start to goal vertices without any collision. We argue that the prevalent treatment of path conflicts in the literature is incomplete for applications, such as computer games and crowd simulations, and extend the definition of path conflicts to accommodate cases where agents persist in their intermediate locations and even after reaching their goals. We show that an existing algorithm, conflict-based search (CBS), can be extended to handle these cases while preserving its optimality. Experiments show that our variant of CBS generates fewer nodes and runs faster than a competing algorithm.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2016.2620060","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44547100","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
Error Analysis in an Automated Narrative Information Extraction Pipeline 自动叙事信息提取管道中的错误分析
Q2 Computer Science Pub Date : 2017-12-01 DOI: 10.1109/TCIAIG.2016.2575823
Josep Valls-Vargas, Jichen Zhu, Santiago Ontañón
In this paper, we present our method for automatically extracting narrative information of characters and their narrative roles from natural language stories. In our corpus of 15 unannotated folk tales, our Voz system identifies 87% of the characters in the stories and correctly assigns 68% of the character roles. To better understand the sources of error in our system, we present an analytical methodology to study how the error is introduced by different modules and how it propagates through the pipeline. This methodology allows us to identify the bottleneck with the largest impact on the final error, which might be different from the module with the largest individual error in isolation. Our methodology can be applied to a wide variety of similar information extraction pipelines.
本文提出了一种从自然语言故事中自动提取人物及其叙事角色的叙事信息的方法。在我们的15个未注释的民间故事语料库中,我们的Voz系统识别了故事中87%的角色,并正确分配了68%的角色。为了更好地理解系统中的误差来源,我们提出了一种分析方法来研究不同模块如何引入误差以及它如何通过管道传播。这种方法使我们能够识别对最终错误影响最大的瓶颈,这可能与孤立的单个错误最大的模块不同。我们的方法可以应用于各种类似的信息提取管道。
{"title":"Error Analysis in an Automated Narrative Information Extraction Pipeline","authors":"Josep Valls-Vargas, Jichen Zhu, Santiago Ontañón","doi":"10.1109/TCIAIG.2016.2575823","DOIUrl":"https://doi.org/10.1109/TCIAIG.2016.2575823","url":null,"abstract":"In this paper, we present our method for automatically extracting narrative information of characters and their narrative roles from natural language stories. In our corpus of 15 unannotated folk tales, our Voz system identifies 87% of the characters in the stories and correctly assigns 68% of the character roles. To better understand the sources of error in our system, we present an analytical methodology to study how the error is introduced by different modules and how it propagates through the pipeline. This methodology allows us to identify the bottleneck with the largest impact on the final error, which might be different from the module with the largest individual error in isolation. Our methodology can be applied to a wide variety of similar information extraction pipelines.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2016.2575823","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47172189","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: 10
Game Factors Influencing Players to Continue Playing Online Pets 影响玩家继续玩在线宠物游戏的游戏因素
Q2 Computer Science Pub Date : 2017-09-01 DOI: 10.1109/TCIAIG.2016.2556281
D. Luh, Elena Carolina Li, Chia-Chen Dai
Online pet games emphasize the enjoyment of raising a pet, social interaction, and expression of the personality. Players often obtain a sense of satisfaction and develop companionship with their pets. However, the question pertinent to why people continue playing with online pets is still unclear. The answer of this question can help developers improve game designs. The flow experience is a factor contributing to players’ willingness to engage in a gaming activity. Therefore, the purpose of this study is to adopt the concept of flow to help understand why people enjoy playing online pet games. In this study, the authors analyzed flow factors and identified crucial game elements that might elicit a flow experience by means of a questionnaire survey. A total of 180 valid questionnaires were collected, and the results demonstrated that role playing is an important flow factor for online pet games. In addition, social interaction, personality design, and creativity behavior are crucial game elements contributing to players’ willingness to continue playing with online pets.
在线宠物游戏强调养宠物的乐趣、社交互动和个性表达。玩家通常会从中获得满足感,并与宠物建立友谊。然而,关于为什么人们继续玩网络宠物的问题仍然不清楚。这个问题的答案可以帮助开发者改进游戏设计。流体验是促使玩家愿意参与游戏活动的一个因素。因此,本研究的目的是采用心流的概念来帮助理解为什么人们喜欢玩在线宠物游戏。在这项研究中,作者分析了心流因素,并通过问卷调查确定了可能引发心流体验的关键游戏元素。共收集有效问卷180份,结果显示角色扮演是网络宠物游戏的重要流因素。此外,社交互动、个性设计和创造性行为是促使玩家愿意继续玩在线宠物的关键游戏元素。
{"title":"Game Factors Influencing Players to Continue Playing Online Pets","authors":"D. Luh, Elena Carolina Li, Chia-Chen Dai","doi":"10.1109/TCIAIG.2016.2556281","DOIUrl":"https://doi.org/10.1109/TCIAIG.2016.2556281","url":null,"abstract":"Online pet games emphasize the enjoyment of raising a pet, social interaction, and expression of the personality. Players often obtain a sense of satisfaction and develop companionship with their pets. However, the question pertinent to why people continue playing with online pets is still unclear. The answer of this question can help developers improve game designs. The flow experience is a factor contributing to players’ willingness to engage in a gaming activity. Therefore, the purpose of this study is to adopt the concept of flow to help understand why people enjoy playing online pet games. In this study, the authors analyzed flow factors and identified crucial game elements that might elicit a flow experience by means of a questionnaire survey. A total of 180 valid questionnaires were collected, and the results demonstrated that role playing is an important flow factor for online pet games. In addition, social interaction, personality design, and creativity behavior are crucial game elements contributing to players’ willingness to continue playing with online pets.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2016.2556281","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45790323","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
期刊
IEEE Transactions on Computational Intelligence and AI in Games
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1