[go: up one dir, main page]

Repetto et al., 2015 - Google Patents

A semantic layer for knowledge-based game design in edutainment applications

Repetto et al., 2015

Document ID
6662522798101422743
Author
Repetto A
Catalano C
Publication year
Publication venue
2015 7th International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN)

External Links

Snippet

Creating and maintaining complex and realistic virtual worlds is still a challenge in game design. Realism is not only related to visual appearance but also to the interactions and situations in the game. This issue is particularly crucial in edutainment applications where …
Continue reading at ieeexplore.ieee.org (other versions)

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06NCOMPUTER SYSTEMS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N3/00Computer systems based on biological models
    • G06N3/02Computer systems based on biological models using neural network models
    • G06N3/04Architectures, e.g. interconnection topology
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06NCOMPUTER SYSTEMS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N3/00Computer systems based on biological models
    • G06N3/004Artificial life, i.e. computers simulating life
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06NCOMPUTER SYSTEMS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N5/00Computer systems utilising knowledge based models
    • G06N5/04Inference methods or devices
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06NCOMPUTER SYSTEMS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N5/00Computer systems utilising knowledge based models
    • G06N5/02Knowledge representation
    • G06N5/022Knowledge engineering, knowledge acquisition
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06NCOMPUTER SYSTEMS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N99/00Subject matter not provided for in other groups of this subclass
    • G06N99/005Learning machines, i.e. computer in which a programme is changed according to experience gained by the machine itself during a complete run
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06FELECTRICAL DIGITAL DATA PROCESSING
    • G06F17/00Digital computing or data processing equipment or methods, specially adapted for specific functions
    • G06F17/50Computer-aided design

Similar Documents

Publication Publication Date Title
Lewis et al. Reflective artificial intelligence
Wooldridge et al. Intelligent agents: Theory and practice
Silverman et al. Rich socio-cognitive agents for immersive training environments: case of NonKin Village
Mascarenhas et al. FAtiMA Toolkit--Toward an effective and accessible tool for the development of intelligent virtual agents and social robots
Summerville et al. From mechanics to meaning
Johnson-Bey et al. Exploring the design space of social physics engines in games
Earle et al. DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Ciarlini et al. Modeling interactive storytelling genres as application domains
Teahan Artificial intelligence–agents and environments
Sapio et al. Developing and testing a new reinforcement learning toolkit with unreal engine
Repetto et al. A semantic layer for knowledge-based game design in edutainment applications
Bailey et al. Believability through psychosocial behaviour: Creating bots that are more engaging and entertaining
Yue et al. The state of the art in game AI standardisation
García-Ortega et al. The story of their lives: Massive procedural generation of heroes’ journeys using evolved agent-based models and logical reasoning
Oishi et al. Building conceptual dictionary for providing common knowledge in the integrated narrative generation system
McNaughton et al. Patttern-Based AI Scripting Using ScriptEase
Sagredo-Olivenza et al. Combining neural networks for controlling non-player characters in games
Marín-Lora et al. A game development environment to make 2D games
Gaudl Building robust real-time game ai: simplifying & automating integral process steps in multi-platform design
Martinho et al. Emotions for a motion: Rapid development of believable pathematic agents in intelligent virtual environments
Dominguez et al. Automated interactive narrative synthesis using dramatic theory
Antunes et al. The geometry of desire
Pu et al. Rules for expectation: Learning to generate rules via social environment modeling
Niederberger et al. Towards a game agent
Trajkovski An imitation-based approach to modeling homogenous agents societies