Now showing items 1-4 of 4
Player-Traced Empirical Cost-Surfaces for A* Pathfinding
This paper discusses the use of empirical cost-surfaces derived from substantial amounts of player-traced movements in an online vehicular combat game, for the purposes of improving A* pathfinding by AI vehicles. The ...
Evolving Racetrack Knowledge in a Racing Game.
(21st National Conference on Artificial Intelligence and Cognitive Science, 2010-07-30)
This paper discusses the use of a Genetic Algorithm (GA) to evolve waypoint-based racing lines for computer-controlled cars in an online game. One goal is the reduction of developer effort, in order to automatically produce ...
Emotion Tracking for Remote Conferencing Applications using Neural Networks.
(The 21st National Conference on Artificial Intelligence and Cognitive Science, 2010-08-31)
In face-to-face work, discussion and negotiation relies strongly on non-verbal feedback, which provides important clues to negotiation states such as agreement/disagreement and understanding/confusion, as well as indicating ...
Experimental Assessment of an Emotion Tracking Software Agent (ETA) for Assisting Communicative Interactions of Multitasking Users in Groupware
Interactions such as discussion and negotiation in face-to-face work contexts strongly rely on non-verbal feedback. Such feedback provides indications of important negotiation states such as agreement or disagreement and ...