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International Journal of Advanced Computer Science and Applications
Applied Artificial Intelligence in 3D-game (HYSTERIA) using UNREAL ENGINE42018 •
2020 •
Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and buildings. This article presents the continuous level of detail terrain modeling techniques that can help generate and render realistic terrain in real time. Deployment of characters in the environment is increasingly common. This requires strategies to map scalable behavior characteristics for characters as well. The authors present two important aspects of crowd simulation: the realism of the crowd behavior and the computational overhead involved. A good simulation of crowd behavior requires delicate balance between these aspects. The focus in this article is on human behavior representation for crowd simulation. To enhance the player experie...
Eludamos. Journal for Computer Game Culture
Games and AI (Special Issue) Ed. by Mathias Fuchs & Andreas Sudmann2019 •
In 2006, the first-person shooter F.E.A.R. makes headlines in the gaming world. One feature in particular attracts much attention: the non-playable characters seem to behave intelligently to a degree yet unseen in computer games. From earlier productions like No One Lives Forever 1 & 2 (2000, 2002), players were already familiar with NPCs that are able to seek cover under fire and to leave it at random in order to shoot back at the player. In F.E.A.R. that happens too, but in a much more realistic manner. Computer-controlled enemies attack players in a coordinated way. If one member of the enemy team comes closer, he gets supportive fire by his team members. If the player attacks them, enemy forces remain in cover until they are immediately threatened. Ten years later, an AI system called AlphaGo beats the human world champion Kim Sung Yong in the ancient board game Go in five rounds—final score: 4-1. The global community of Go players is perplexed, almost shocked, even though the victory did not totally come out of the blue. Already in October 2015, an earlier version of AlphaGo was able to beat the European Go champion Fan Hui. However, Hui’s playing level was significantly lower than that of Kim Sung Yong (2-dan out of possible 9-dan levels). As these introductory examples illustrate, the relationship between artificial intelligence (AI) and games can basically be studied from two perspectives: The first is the implementation of AI technologies in games, in order to improve the game experience in one way or another, for example with the intention to make it more believable, more immersive, or simply more enjoyable. The second is the use of games as a benchmark, a learning or test environment to evaluate, but also demonstrate, the current state of AI technologies. Both perspectives have gained enormous importance in recent years—technically, but also culturally and economically.
2021 •
1-3Student, Information Technology, Xavier Institute of Engineering, Mumbai, India 4Assistant Professor, Department of Information Technology, Xavier Institute of Engineering, Mumbai, India -----------------------------------------------------------------------------***---------------------------------------------------------------------------Abstract Artificial intelligence has been a growing resource for video games for years now. Most video games, whether they’re racing games, shooting games, or strategy games, have various elements that are controlled by AI, such as the enemy bots or neutral characters. Even the ambiguous characters that don’t seem to be doing much are programmed to add more depth to the game, and to give you clues about what your next steps should be. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games, ...
Eludamos: Journal for Computer Game Culture
Games and AI: Paths, Challenges, Critique2020 •
In 2006, the first-person shooter F.E.A.R. makes headlines in the gaming world. One feature in particular attracts much attention: the non-playable characters seem to behave intelligently to a degree yet unseen in computer games. From earlier productions like No One Lives Forever 1 & 2 (2000, 2002), players were already familiar with NPCs that are able to seek cover under fire and to leave it at random in order to shoot back at the player. In F.E.A.R. that happens too, but in a much more realistic manner. Computer-controlled enemies attack players in a coordinated way. If one member of the enemy team comes closer, he gets supportive fire by his team members. If the player attacks them, enemy forces remain in cover until they are immediately threatened.Ten years later, an AI system called AlphaGo beats the human world champion Kim Sung Yong in the ancient board game Go in five rounds—final score: 4-1. The global community of Go players is perplexed, almost shocked, even though the vi...
Testacevm I. Studia Amphoraria Emilio Rodriguez Almeida Dicata. Anfore betiche Dressel 20: produzione e distribuzione. Atti del Convegno Internazionale(Pisa 25-26 maggio 2021), GRADUS 2022, 17.1
M. Brando, V. Pica 2022 (2024), Roma: Monte d'Oro (Viale Claudio Marcello-Via di Porta Latina). Anfore Dressel 20 da un "contesto residuale" del II sec. d.C. , in Testacevm I. Studia Amphoraria Emilio Rodriguez Almeida Dicata. (Pisa 25-26 maggio 2021), GRADUS 2022, 17.1, pp. 100-1192022 •
Nel 2013 a Roma un intervento di emergenza nell’area del cosiddetto Celiolo o Monte D'oro ha portato al recupero di una notevole quantità di materiale ceramico in giacitura secondaria. Il materiale presenta una sorprendente uniformità cronologica nell’ambito del II sec. d.C., con elementi dalla cronologia più bassa e residui praticamente inesistenti, che trova puntuali confronti in contesti urbani coevi da scavi stratigrafici. Si tratta di fatto del contesto ceramico più corposo e coerente proveniente dal primo miglio dell’Appia Antica e che pone ancora una volta il problema del carattere e del valore dei materiali residui nello scavo archeologico, in questo caso talmente massivi da prospettare un vero e proprio “contesto residuale”. In 2013 in Rome a rescue excavation in the area of the so-called Celiolo or Monte D'oro led to the discovery of a large amount of ceramic material in secondary deposits. The ceramic assemblage presents a surprising chronological uniformity within the 2nd century AD, with some pottery from the lowest chronology and practically non-existent residues. It presents precise comparisons in contemporary urban contexts from stratigraphic excavations. It represents the most substantial and coherent ceramic context coming from the first mile of the Appia Antica and which once again raises the problem of the character and value of the residual materials in the archaeological excavation, in this case so massive as to suggest a real “residual context”.
2024 •
2023 •
Convocatoria. Bajo el Volcán
Convocatoria: revista Bajo el Volcán No.12. Simon Clarke en América Latina2024 •
Revista de Metalurgia
Smelting in cupola furnace for recarburization of direct reduction iron (DRI)2015 •
in: Bonaventura Bassegoda, Ignasi Domènech (eds.), Mercat de l'art, col·leccionisme i museus 2022
La col·lecció del canonge Josep Vallet (1833-1909) i la creació del Museu de la Catedral de Barcelona2023 •
Estudos e Pesquisas em Psicologia
Feijoo, A.M.L.C. A existência para além do sujeito – A crise da subjetividade moderna e suas repercussões para a possibilidade de uma clínica psicológica com fundamentos fenomenológicoexistenciais. Rio de Janeiro, Edições IFEN, 2011. 207p2012 •
2010 •
Annals of Surgical Oncology
Risk of Venous Thromboembolism for Patients with Pancreatic Ductal Adenocarcinoma Undergoing Preoperative Chemotherapy Followed by Surgical Resection2019 •
Journal of pedagogical sociology and psychology (Online)
Menace of school-related gender-based violence in higher institutions2024 •
2021 •
2007 •
Nuclear Physics B
Further evidence for the first-order nature of the pure gauge SU(3) deconfinement transition1985 •