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Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny

Yaser Norouzzadeh Ravari, Pieter Spronck, Rafet Sifa, Anders Drachen
2021 Proceedings of the AAAI Artificial Intelligence and Interactive Digital Entertainment Conference  
Models achieve a performance between 63% and 99%in terms of average precision, with a higher performance recorded for the models trained on specific multi-player game modes, of which Destiny has several  ...  Two groups of models are presented for predicting match results: One group predicts match results for each individual game mode and the other group predicts match results in general, without considering  ...  Acknowledgements Part of this work was conducted in the Digital Creativity Labs (www.digitalcreativity.ac.uk), jointly funded by EP-SRC/AHRC/InnovateUK under grant no EP/M023265/1.  ... 
doi:10.1609/aiide.v13i1.12944 fatcat:ev4bvfatybhrff4vbpl3djtz2u

Bayesian Networks for Micromanagement Decision Imitation in the RTS Game Starcraft [chapter]

Ricardo Parra, Leonardo Garrido
2013 Lecture Notes in Computer Science  
A bayesian network is generated to fit the decisions taken by a player and then trained with information gather from the player's combat micromanagement.  ...  Then, this network is implemented on the game in order to enhance the performance of the game's built-in Artificial Intelligence module.  ...  We generated a series of tables that contains the probability distribution for a specific set of evidence on the game.  ... 
doi:10.1007/978-3-642-37798-3_38 fatcat:wrmf7cdagvhsjfrbh7nfffxy3q

League of Legends: Real-Time Result Prediction [article]

Jailson B. S. Junior, Claudio E. C. Campelo
2023 arXiv   pre-print
This paper presents a study on the prediction of outcomes in matches of the electronic game League of Legends (LoL) using machine learning techniques.  ...  On the other hand, the Logistic Regression and Gradient Boosting models proved to be more effective in early stages of the game, with promising results.  ...  This data was used to develop a model that accurately predicts over 62% of matches and estimates the probability of a team's victory in a given game. B.  ... 
arXiv:2309.02449v1 fatcat:mokjsqxlkjb2zfxop6ljhwi45m

Trouncing in Dota 2: An Investigation of Blowout Matches

Markos Viggiato, Cor-Paul Bezemer
2020 Artificial Intelligence and Interactive Digital Entertainment Conference  
Understanding which factors lead to a victory in a blowout match is useful knowledge for players who wish to improve their chances of winning and for improving the accuracy of recommendation systems for  ...  We study 55,287 past professional Dota 2 matches to (1) investigate how accurately we can predict victory using only pre-match features and (2) explain the factors that are correlated with the victory.  ...  Prior works provided prediction models for different types of games. Ravari, Bakkes, and Spronck (2016) built several models to predict the winner in StarCraft.  ... 
dblp:conf/aiide/ViggiatoB20 fatcat:2pnj3jwp4rgwphcienadt5wns4

What is the identity of a sports spectator?

L. Gregory Appelbaum, Matthew S. Cain, Elise F. Darling, Steven J. Stanton, Mai Thi Nguyen, Stephen R. Mitroff
2012 Personality and Individual Differences  
These individuals also engage more in complementary pastime activities, including participating in sports and exercise activities, watching TV/movies, and playing video games.  ...  and autism), personality traits (e.g., NEO "Big Five"), and pastime activities (e.g., video game playing).  ...  Acknowledgements For helpful conversation on the methods and analyses in this research we thank Mark Appelbaum and Stephen Adamo.  ... 
doi:10.1016/j.paid.2011.10.048 fatcat:siiri2o2fvcy3mxwebocsqe35m

Beyond playing to win: Diversifying heuristics for GVGAI

Cristina Guerrero-Romero, Annie Louis, Diego Perez-Liebana
2017 2017 IEEE Conference on Computational Intelligence and Games (CIG)  
General Video Game Playing (GVGP) algorithms are usually focused on winning and maximizing score but combining different objectives could turn out to be a solution that has not been deeply investigated  ...  different elements presented in the game (and interactions with them) and maximizing the acquisition of knowledge in order to accurately estimate the outcome of each possible interaction.  ...  ACKNOWLEDGMENT This work was funded by the EPSRC CDT in Intelligent Games and Game Intelligence (IGGI) EP/L015846/1.  ... 
doi:10.1109/cig.2017.8080424 dblp:conf/cig/Guerrero-Romero17 fatcat:kc77ewn6ifaodlp46irij5tef4

General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms [article]

Diego Perez-Liebana, Jialin Liu, Ahmed Khalifa, Raluca D. Gaina, Julian Togelius, Simon M. Lucas
2019 arXiv   pre-print
In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods  ...  General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention.  ...  ACKNOWLEDGEMENTS The authors would like to thank the participants of all tracks of the competition for their work and submitted controllers and generators.  ... 
arXiv:1802.10363v4 fatcat:jfypsvyzszg2jjxyqhjfansxdq

Editorial: Video Games as Demanding Technologies

Nicholas David Bowman
2019 Media and Communication  
From the middle-20th century to today, video games have grown from an idiosyncratic interest of computer programmers and engineers to a globally dominant form of media entertainment.  ...  Advances in technology and creativity have combined to present players with interactive experience that vary in their cognitive, emotional, physical, and social complexity.  ...  I am also indebted to the many faculty and students in the TTU College of Media and Communication Research Nexus, for their ongoing support of this research.  ... 
doi:10.17645/mac.v7i4.2684 fatcat:pfnnhpxx4je3bbf7uv4y4zdr2m

Finding epic moments in live content through deep learning on collective decisions

Hyeonho Song, Kunwoo Park, Meeyoung Cha
2021 EPJ Data Science  
The current study identifies enjoyable moments in user-generated live video content by examining the audiences' collective evaluation of its epicness.  ...  To retain existing viewers and attract newcomers, streamers and fans often create a well-condensed summary of the streamed content.  ...  The expert-selected suggestions were more likely to contain victorious game moments in contrast.  ... 
doi:10.1140/epjds/s13688-021-00295-6 fatcat:sjuoj2chpbalzhstzhicipbhfe

Sports Data Mining: Predicting Results for the College Football Games

Carson K. Leung, Kyle W. Joseph
2014 Procedia Computer Science  
Our approach makes predictions based on a combination of four different measures on the historical results of the games.  ...  In many real-life sports games, spectators are interested in predicting the outcomes and watching the games to verify their predictions.  ...  Acknowledgements This project is partially supported by the Natural Sciences and Engineering Research Council of Canada (NSERC) and the University of Manitoba.  ... 
doi:10.1016/j.procs.2014.08.153 fatcat:cwk2axvudfbrvevusqelf5pzre

Extending the Strada Framework to Design an AI for ORTS [chapter]

Laurent Navarro, Vincent Corruble
2009 Lecture Notes in Computer Science  
Strategy games constitute a significant challenge for game AI, as they involve a large number of states, agents and actions.  ...  Many commercial strategy games use scripts in order to simulate intelligence, combined with knowledge which is in principle not accessible to human players, such as the position of the enemy base or the  ...  Background The goal of the STRADA framework [2] was to propose a generic model for the automatic generation of adaptive strategic behaviors in strategy games.  ... 
doi:10.1007/978-3-642-04052-8_32 fatcat:3knpqcwipfdubitqmrorbhvojm

Imitative learning for real-time strategy games

Quentin Gemine, Firas Safadi, Raphael Fonteneau, Damien Ernst
2012 2012 IEEE Conference on Computational Intelligence and Games (CIG)  
In this paper, we attempt to break the barrier between video game AI and machine learning and propose a generic method allowing real-time strategy (RTS) agents to learn production strategies from a set  ...  Tasks such as world exploration, constrained pathfinding or team tactics and coordination just to name a few are now default requirements for contemporary video games.  ...  REAL-TIME STRATEGY In a typical RTS game, players confront each other on a specific map. The map is essentially defined by a combination of terrain configuration and resource fields.  ... 
doi:10.1109/cig.2012.6374186 dblp:conf/cig/GemineSFE12 fatcat:rsp5rqtra5c4ferknecmkgchl4

The design of narrative as an immersive simulation

Renata Gomes
2005 Conference of the Digital Games Research Association  
This paper proposes a concept of narrative as the design of an immersive simulation to be experienced by the interactor in a video game.  ...  We believe the combination of these two features allows for the emergence of a new and promising narrative game format.  ...  Playing consists in modeling it, trying to infer the rules behind it in a way to control the game more precisely, although likely never in a fully predictable way.  ... 
dblp:conf/digra/Gomes05 fatcat:ncfqw47yqrgthl6etgwf3s65zu

Good gamers, good managers? A proof-of-concept study with Sid Meier's Civilization

Alexander Simons, Isabell Wohlgenannt, Markus Weinmann, Stefan Fleischer
2020 Review of Managerial Science  
Under controlled laboratory conditions, we asked forty business students to play the Civilization game and to participate in a series of assessment exercises.  ...  In addition, a preliminary analysis of in-game data, including players' interactions and chat messages, suggests that strategy games such as Civilization may be used for more precise and holistic "stealth  ...  Accordingly, video games may not only be used to assess specific skills but could also be useful to predict performance at a more general level.  ... 
doi:10.1007/s11846-020-00378-0 fatcat:mz32tg7g25hgbfnpxhedfoyo5y

Regional differences in brain volume predict the acquisition of skill in a complex real-time strategy videogame

Chandramallika Basak, Michelle W. Voss, Kirk I. Erickson, Walter R. Boot, Arthur F. Kramer
2011 Brain and Cognition  
the acquisition of skill in complex tasks, such as strategy-based video games.  ...  Thus, regional differences in brain volume can predict learning in complex tasks that entail the use of a variety of perceptual, cognitive and motor processes.  ...  All appropriate university guidelines were followed in the treatment of human participants.  ... 
doi:10.1016/j.bandc.2011.03.017 pmid:21546146 pmcid:PMC4955609 fatcat:r33q6moqurhdlemioc6fl3pspy
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