Related papers: PacMap: Transferring PacMan to the Physical Realm
Locomotion for legged robots poses considerable challenges when confronted by obstacles and adverse environments. Footstep planners are typically only designed for one mode of locomotion, but traversing unfavorable environments may require…
Live Action Role-Playing (LARP) games and similar experiences are becoming a popular game genre. Here, we discuss how artificial intelligence techniques, particularly those commonly used in AI for Games, could be applied to LARP. We discuss…
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-created screenshots of game levels. Besides being tedious and…
Path planning is a fundamental and extensively explored problem in robotic control. We present a novel economic perspective on path planning. Specifically, we investigate strategic interactions among path planning agents using a game…
In this paper we propose a method that learns to play Pac-Man. We define a set of high-level observation and action modules. Actions are temporally extended, and multiple action modules may be in effect concurrently. A decision of the agent…
Nowadays, mobile robots are deployed in many indoor environments, such as offices or hospitals. These environments are subject to changes in the traversability that often happen by following repeating patterns. In this paper, we investigate…
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and…
Trajectory planning involving multi-agent interactions has been a long-standing challenge in the field of robotics, primarily burdened by the inherent yet intricate interactions among agents. While game-theoretic methods are widely…
The increased availability of interactive maps on the Internet and on personal mobile devices has created new challenges in computational cartography and, in particular, for label placement in maps. Operations like rotation, zoom, and…
This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer…
Locomotion for legged robots poses considerable challenges when confronted by obstacles and adverse environments. Footstep planners are typically only designed for one mode of locomotion, but traversing unfavorable environments may require…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
We contribute an analysis of situated visualizations in motion in video games for different types of data, with a focus on quantitative and categorical data representations. Video games convey a lot of data to players, to help them succeed…
We present an approach for enhancing non-playable characters (NPCs) in games by combining large language models (LLMs) with computer vision to provide contextual awareness of their surroundings. Conventional NPCs typically rely on…
Given pervasive games that maintain a virtual spatiotemporal model of the physical world, game designers must contend with space and time in the virtual and physical, but an integrated conceptual model is lacking. Because the problem…
We present a method to animate a character incorporating multiple part-wise motion priors (PMP). While previous works allow creating realistic articulated motions from reference data, the range of motion is largely limited by the available…
Video game localisation, a field highly impacted by the lack of visual environment and text linearity, forces translators to create inclusive solutions in terms of gender to overcome the hurdles created by variables. This paper will…
Deep reinforcement learning has proven to be successful for learning tasks in simulated environments, but applying same techniques for robots in real-world domain is more challenging, as they require hours of training. To address this,…
Real-time animation of virtual characters has traditionally been accomplished by playing short sequences of animations structured in the form of a graph. These methods are time-consuming to set up and scale poorly with the number of motions…
Implementations of mobile games have become prevalent industrial technology due to the ubiquitous nature of mobile devices. However, simultaneous-movement multiplayer games, games that a player competes simultaneously with other players,…