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EN
Abstract. In this paper an algorithm for creating cave-like, user-guided layout is presented. In applications such as computer games, underground structures offer unique challenges and interesting space for player actions. Preparation of such areas can be time consuming and tiresome, especially during the design process, when many ideas are often scrapped. Presented approach aims at improving this process. Schematic input is used so the user can quickly define the general layout. Cave system is divided into levels and tiles - easily-parallelizable modules for the following method stages. Cellular automata are used to extend initial system sketch with interesting shapes while the diamond-square algorithm spreads the final terrain heights. Each stage uses the results of the previously performed operations as input, providing space for alterations. Input maps can be reused to obtain different variations of the same system. The final structure is represented as a 3D point cloud. Chosen representation supports multilevel systems and can be used either as a base for further algorithms, or as a final mesh. The presented approach can be easily incorporated into game design process, while visualizing initial layouts and speeding up preparation of unique, interesting and challenging game spaces for the players to traverse.
PL
W ramach pracy nad artykułem stworzone zostały dwie gry 2D - jedna przy użyciu środowiska Unity oraz druga przy użyciu LibGDX. Szczególną uwagę w pracy poświęcono porównaniu wydajności obu gier. W tym celu przeprowadzo-no badania, które miały na celu określenie, która z gier ma lepszy wpływ na zużycie zasobów procesora oraz pamięci RAM. Poświęcono również uwagę wsparciu społeczności dla obu narzędzi oraz komfortowi programisty podczas pracy w obu wspomnianych narzędziach. Wyniki badań wydajności sugerują, że LibGDX może być lepszym wyborem do tworzenia niewielkich projektów, których priorytetem jest wydajność. Na korzyść Unity przemawia jednak wsparcie społeczności oraz komfort korzystania z tego środowiska i brak konieczności korzystania z programów zewnętrznych.
EN
As part of the work on the article, two 2D games were created – one based on the Unity environment and the other based on LibGDX. Main focus in the work was to compare the performance of both games. For this purpose, research was carried out to determine which game has a better impact on the usage of CPU and RAM resources. Attention was also paid to community support for both tools and the programmer’s comfort during the work in both of these tools. The results of the performance studies suggest that LibGDX may be a better choice for creating small projects where performance is a priority. However, the support of the community and the comfort of working with the environment and the lack of need to use external programs speak in favor of Unity.
EN
In our digital era, insider attacks are among the serious underresearched areas of the cybersecurity landscape. A significant type of insider attack is facilitated by employees without malicious intent. They are called unintentional perpetrators. We proposed mitigating these threats using a simulation-game platform to detect the potential attack vectors. This paper introduces and implements a scenario that demonstrates the usability of this approach in a case study. This work also helps to understand players' behavior when they are not told upfront that they will be a target of social engineering attacks. Furthermore, we provide relevant acquired observations for future research.
EN
The aim of the article was to analyze selected methods of creating artificial intelligence in a popular card game. Two experiments were conducted: with a human and with a computer. The following algorithms were analyzed: random, min-max, based on a neural network, statistical and statistical with the use of “cheating” technique. The examined parameters were as follows: efficiency, execution time, number of implementation code lines, implementation time and training duration. The indicator with the greatest impact on the selection of the most optimal method was efficiency. The research has shown no difference in efficiency for the neural network-based algorithm and the statistical algorithm. In other cases, the differences in this feature were significant. The use of the “cheating” technique has increased the efficiency.
PL
Celem artykułu była analiza wybranych metod tworzenia sztucznej inteligencji w popularnej grze w karty. Zostały przeprowadzone dwa eksperymenty: z człowiekiem oraz z komputerem. Analizie poddano algorytmy: losowy, minmax, bazujący na sieci neuronowej, statystyczny oraz statystyczny z użyciem techniki „oszukiwania”. Zbadano takie parametry jak: skuteczność, czas wykonania, liczbę linii kodu implementacji, czas implementacji oraz czas trwania treningu. Wskaźnikiem mającym największy wpływ na wybór najbardziej optymalnej metody była skuteczność. Badania wykazały brak różnic w skuteczności dla algorytmu bazującego na sieci neuronowej i algorytmu statystycznego. W pozostałych przypadkach różnice tej cechy były istotne. Użycie techniki „oszukiwania” zwiększyło skuteczność.
5
EN
Real-time strategy games are currently very popular as a testbed for AI research and education. StarCraft: Brood War (SC:BW) is one of such games. Recently, a new large, unlabeled human versus human SC:BW game replay dataset called STARDATA was published. This paper aims to prove that the player strategy diversity requirement of the dataset is met, i.e., that the diversity of player strategies in STARDATA replays is of sufficient quality. To this end, we built a competitive SC:BW agent from scratch and trained its strategic decision making process on STARDATA. The results show that in the current state of the competitive environment the agent is capable of keeping a stable rating and a decent win rate over a longer period of time. It also performs better than our other, simple rule-based agent. Therefore, we conclude that the strategy diversity requirement of STARDATA is met.
6
Content available remote Introducing LogDL - Log Description Language for Insights from Complex Data
EN
We propose a new logic-based language called LogDL (Log Description Language) that is designed to be a medium for the knowledge discovery workflows conducted over multimodal process-related and spatio-temporal data sets. It makes it possible to operate with the original data along with machine-learning-driven insights expressed as facts, rules and formulas, regarded as higher-level descriptive logs reflecting knowledge about the observed processes in real or virtual environments. LogDL is inspired by the research at the border of AI and games, precisely by GDL (Game Description Language) that was developed for General Game Playing. We compare LogDL to GDL, emphasizing that formal frameworks for analyzing gameplay data sets are a good prerequisite for the case of real,``not digital'' processes. As LogDL is a logic-based language, we present its syntax and semantics. We also discuss how to design its high-performance interpreter that is a must for commercial scenarios.
7
Content available remote Game AI Competitions: Motivation for the Imitation Game-Playing Competition
EN
Games have played crucial role in advancing research in Artificial Intelligence and tracking its progress. In this article, a new proposal for game AI competition is presented. The goal is to create computer players which can learn and mimic the behavior of particular human players given access to their game records. We motivate usefulness of such an approach in various aspects, e.g., new ways of understanding what constitutes the human-like AI or how well it fits into the existing game production workflows. This competition may integrate many problems such as learning, representation, approximation and compression of AI, pattern recognition, knowledge extraction etc. This leads to multi-directional implications both on research and industry. In addition to the proposal, we include a short survey of the available game AI competitions.
8
Content available remote Fun Retrospectives in Intel Technology Poland
EN
One of the Agile principles is that the team should regularly reflect on"how to become more effective, then tunes and adjusts its behavior accordingly". While the setup of a retrospective session is intuitive, in praxis, conducting successful retrospectives is challenging. This paper is a continuation of our previous work on the use collaborative games in addressing common retrospective problems. In addition to the replication of our previous action research in a new context, we aim to investigate whether preliminary anonymous idea generation mitigates negative social influences that have been identified as causes of poor performance of brainstorming. The obtained results confirms the previous findings that game-based retrospectives produces better results than the standard retrospective as well as improves participants' creativity, involvement, and communication. Our findings also suggest benefits to the preliminary anonymous idea generation.
9
Content available remote 15 Years Later: A Historic Look Back at "Quake 3: Ray Traced"
EN
Real-time ray tracing has been a goal and a challenge in the graphics field for many decades. With recent advances in the hardware and software domains, this is becoming a reality today. In this work, we describe how we got to this point by taking a look back at one of the first fully ray traced games:``Quake 3: Ray Traced''. We provide insight into the development steps of the project with unreleased internal details and images. From a historical perspective, we look at the challenges pioneering in this area in the year 2004 and highlight the learnings in implementing the system, many of which are relevant today. We start by going from a blank screen to the full ray traced gaming experience with dynamic animations, lighting, rendered special effects and a simplistic implementation of the gameplay with basic AI enemies. We describe the challenges encountered with aliasing and the methods used to alleviate it. Lastly, we describe for the first time the unofficial continuation of the project, code named``Quake 3: Team Arena Ray Traced'', and provide an overview of the changes over the past 15 years that made it possible to generate fully ray-traced interactive gaming experiences with mass market hardware and an open software stack.
10
Content available remote Potencjał świata gier
11
Content available remote Visual rule editor for e-guide gamification web platform
EN
Gamification is applied in different information systems to motivate the users and make their experience with the system richer and more engaging. Gamification employed in e-guides aims at enhancing the process of visiting a tourist attraction. Even though each tourist attraction is unique and requires an individual gamification scheme, similarities in the components and procedures used to develop such schemes led to the development of a generic e-guide gamification framework. One of its main principles is to store the gamification rules as a content separate from the engine to process them. This way, the rules can be easily edited by subject matter experts. This paper describes a visual rule editor developed to facilitate this process.
PL
Artykuł prezentuje możliwość zastosowania sztucznej inteligencji w symulacjach jako nowego rozwiązania w celu poprawienia przepływu dóbr i osób w mieście. Pokazuje też zależność i kooperacyjność rozwoju sztucznej inteligencji z grami komputerowymi jako możliwy fundament rozwoju jej algorytmów. Omówiono także elementy gry Cities: Skylines odzwierciedlające rzeczywistość, które mogłyby pomóc w rozwoju sztucznej inteligencji. Dodatkowo omówiono temat użycia gry jako narzędzia badawczego podnoszącego świadomość problemów logistyki miejskiej wśród zwykłych uczestników ruchu codziennego w miastach zarówno tych poruszających się pieszo jak i środkami transportu publicznego bądź prywatnego.
EN
The article presents the possibility of using artificial intelligence in simulations as a new solution to improve the flow of goods and people in the city. It also shows the dependence and interaction of the development of artificial intelligence with computer games in order to develop its algorithms. The parts of the Cities: Skylines game reflecting reality these could help in the development of artificial intelligence was presented. Additionally, the topic of using game as a research instrument which improves awareness of urban logistics’ problem for common people using public or private transport was also presented.
13
Content available remote Heterogeneous fog generated with the effect of light scattering and blur
EN
The development of computer graphics forces new requirements on the developers, which will make the virtual world more similar to the real world. One of these elements is the simulation of fog. Common fog algorithms mix the color of the scene with the color of the fog over a certain distance. However, one feature of the naturally foggy scenery is ignored. With the distance and density of the fog, the observed scenery or individual objects become more blurred. In this paper we will present our implementation of the distance fog in the Unreal Engine 4, including the effect of blurring the foggy areas, simulating of light scattering and variations in fog density using noise.
14
Content available remote Affective pathfinding in video games
EN
To allow player submerge in created environment of a video game, agents called Non-Player Characters (NPCs) should act believably. One of the most vital aspect, in case of NPCs is pathfinding. There are a few methods that allow change path finding algorithms to become more human-like. Yet, those are not considering many vital aspects of human decisions regarding path choosing. The main purpose of this paper is to present known approaches and show example of a new approach that wider considers psychological aspects of decision making in case of choosing a path.
15
Content available remote A memory model for emotional decision-making agent in a game
EN
Virtual characters are an important part of many modern computer games. This paper describes a graph-based memory system designed for artificial agents that also simulate simple emotions. The system was tested using virtual simulation environment and it showed many new and desirable AI behaviours. These behaviours include simple preferences, reactions based on bot’s opinion of a stimuli or improvement of bot’s ability to find objects to interact with.
16
Content available remote Droga do trójwymiarowości w grach komputerowych
PL
W artykule prześledzono historię rozwoju gier komputerowych z punktu widzenia silników graficznych, od pierwszej gry do gier w pełni korzystajacych z trójwymiarowości. Analizę przeprowadzono pod kątem projektowania poziomów w grach tzw. level designing. Wraz ze wzrostem zainteresowania coraz dokładniejszym i bardziej realistycznym środowiskiem w grze potęgowało się zapotrzebowanie na coraz lepsze i wydajniejsze komputery i karty graficzne. Tak więc gry komputerowe stymulowały rozwój komputerów. Praca niniejsza pokazuje ten proces krok po kroku.
EN
This article tells about developing of the computer games. The main point of view is history of the game engines, from first game to the games fully using 3 d. In this analisys the main aspect is level designing. Along with growth of interest exact more and request more beter was increased in game more reallistic environment and efficient computers and graphic cards. So, computer games stimulated development of computer. The present work shows this process step by step.
EN
In computer games, dynamic difficulty adjustment (DDA) tries to ensure that the challenge level offered by the game matches the skill of the human player. In this paper simple and fast methods for adjusting a difficulty level of a computer opponent are presented. An empirical investigation of the methods when playing FPS (First Person Shooter) game is conducted. Performance of the methods is analyzed for different values of method's parameters, different game's scenes and players with various difficulty levels.
PL
Dynamiczne dostosowywanie poziomów w grach komputerowych polega na dopasowaniu trudności gry do umiejętności gracza. Bieżący artykuł przedstawia dwie metody, które pozwalają w prosty i szybki sposób dostroić komputerowego przeciwnika do poziomu gracza. Zachowanie metod jest analizowane w trakcie gry typu FPS dla różnych graczy, zróżnicowanych scen i różnych wartości parametrów metod.
PL
Rynek gier to dynamicznie rozwijający się sektor branży rozrywkowej, jednak nieustannie traktowany po macoszemu przez polskie prawodawstwo. Gry komputerowe nie są zdefiniowane w ustawie dotyczącej prawa autorskiego, a ich złożoność: poczynając od skomplikowanej budowy, przez różnorodność gatunkową i stylistyczną, aż do podobieństwa do produkcji filmowych utrudnia jednoznaczne przyporządkowanie do istniejących w „Dzienniku Ustaw” kategorii. W artykule zostały przedstawione przykładowe konflikty dot. prawa autorskiego gier oraz zastosowane rozwiązania. Zaproponowano wprowadzenie nowej kategorii, a także przeprowadzono analizę, jakie gry do jakich kategorii można włączyć.
EN
The games market is dynamically growing sector of entertainment industry, however it is continually neglected by Polish legislation. Computer games are not defined in an act on copyright and their complexity: starting from sophisticated structure, through variety of genres and stylistics, to similarity to film productions makes it difficult to clearly assign them to categories already existing in The Journal of Laws. The article presents examples of conflicts on the copyright of computer games and applied solutions. The new category was proposed, as well as an analysis was made, of what games to which category can be included.
PL
W pracy przedstawiono prototyp systemu teleinformatycznego do rehabilitacji pacjentów po przebytym udarze mózgu. Rehabilitacja pacjentów była prowadzona z wykorzystaniem interaktywnych gier komputerowych, w trakcie których pacjent wykonywał zlecone ćwiczenia rehabilitacyjne, będące elementem scenariusza gry. W trakcie leczenia rodzaj gry oraz jej poziom trudności był dobierany w zależności od stopnia niedowładu poudarowego kończyny górnej oraz predyspozycji pacjenta. W badaniach wzięły udział dwie grupy pacjentów o porównywalnym stopniu i rodzaju skutków poudarowych, jedna z nich rehabilitowana była w sposób tradycyjny a druga eksperymentalna rehabilitowana była z wykorzystaniem systemu FizoGame. W pracy przedstawiono wyniki badań ilościowych, które wskazują na pozytywne efekty zastosowania gier komputerowych w rehabilitacji w porównaniu do procedur konwencjonalnych.
EN
The paper presents a prototype of a teleinformatic system for the rehabilitation of patients after a stroke. The rehabilitation of patients was conducted using interactive computer games incorporating rehabilitation exercises in the game scenario. During the treatment, the type of game and its level of difficulty were selected depending on the degree of upper limb paresis and the predisposition of the patient. Two groups of patients with a comparable degree and type of post-stroke impairments participated in the study. The first one was rehabilitated in a traditional way and the other one was rehabilitated using the FizoGame system. The paper presents the results of quantitative research, which indicate the positive effects of the use of computer games in the rehabilitation comparing to conventional procedures.
20
PL
Opracowanie stanowi syntezę konsekwencji zastosowań ICT w kulturze społeczeństwa informacyjnego, a w szczególności w rozrywce. Konsekwencje te zostały odniesione do filozofii kultury i filozofii techniki oraz wcześniejszych badań autorek. W podjętej analizie skupiono się na renesansie i eksplozji globalnej popularności sieci parków rozrywki oraz gier komputerowych w kontekście biznesu i edukacji. Opracowanie wskazuje na istotne znaczenie ramowego katalogu kompetencji cyfrowych oraz dominacji konsumpcyjno-produkcyjnego pojmowania kultury w społeczeństwie informacyjnym jako niezbędnych elementów świadomości rozwoju we współczesnym świecie zdominowanym przez technologie ICT.
XX
The elaboration is a synthesis of the consequences of ICT applications in the culture of the information society, particularly in entertainment. These consequences are related to the philosophy of culture and philosophy of technology, and previous authors’ studies. The analysis has focused on renaissance and the explosion of popularity of the global network of amusement parks and computer games in the context of business and education. The study shows the importance of the framework directory of digital skills, and the dominance of consumers understanding of culture in the information society as essential elements of development consciousness in the contemporary world dominated by ICT.
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