Related papers: Enhancing Battle Maps through Flow Graphs
A central area of interest in many competitive online games is spatial behavior which due to its complexity can be difficult to visualize. Such behaviors of interest include not only overall movement patterns but also being able to…
We introduce the concept of compactly representing a large number of state sequences, e.g., sequences of activities, as a flow diagram. We argue that the flow diagram representation gives an intuitive summary that allows the user to detect…
We form a "map of tournaments" by adapting the map framework from the world of elections. By a tournament we mean a complete directed graph where the nodes are the players and an edge points from a winner of a game to the loser (with no…
Recently, there have been a lot of researches to synthesize / edit the motion of a single avatar in the virtual environment. However, there has not been so much work of simulating continuous interactions of multiple avatars such as…
Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that…
The MAP model was introduced in information system engineering in order to model processes on a flexible way. The intentional level of this model helps an engineer to execute a process with a strong relationship to the situation of the…
A GraphMaps is a system that visualizes a graph using zoom levels, which is similar to a geographic map visualization. GraphMaps reveals the structural properties of the graph and enables users to explore the graph in a natural way by using…
Mapping is an essential task for mobile robots and topological representation often works as a basis for the various applications. In this paper, a novel framework that can build topological maps incrementally is proposed. The algorithm is…
This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, by human or robotic players, to discover how to reason about tactics and strategy. We present a dataset of StarCraft games encompassing the…
Mapping network flows provides insight into the organization of networks, but even though many real-networks are bipartite, no method for mapping flows takes advantage of the bipartite structure. What do we miss by discarding this…
Algorithms for laying out large graphs have seen significant progress in the past decade. However, browsing large graphs remains a challenge. Rendering thousands of graphical elements at once often results in a cluttered image, and…
Operating vehicles in adversarial environments require non-conventional planning techniques. A two-player, zero-sum non-cooperative game is introduced, which is solved via a linear program. An extension is proposed to construct networks…
Schematic maps are in daily use to show the connectivity of subway systems and to facilitate travellers to plan their journeys effectively. This study surveys up-to-date algorithmic approaches in order to give an overview of the state of…
Maps of dynamics are effective representations of motion patterns learned from prior observations, with recent research demonstrating their ability to enhance various downstream tasks such as human-aware robot navigation, long-term human…
Strategic diversity is often essential in games: in multi-player games, for example, evaluating a player against a diverse set of strategies will yield a more accurate estimate of its performance. Furthermore, in games with…
We address planning and navigation in challenging 3D video games featuring maps with disconnected regions reachable by agents using special actions. In this setting, classical symbolic planners are not applicable or difficult to adapt. We…
We present a light formalism for proofs that encodes their inferential structure, along with a system that transforms these representations into flow-chart diagrams. Such diagrams should improve the comprehensibility of proofs. We discuss…
Text adventure games, in which players must make sense of the world through text descriptions and declare actions through text descriptions, provide a stepping stone toward grounding action in language. Prior work has demonstrated that…
We consider multi-player games played on graphs, in which the players aim at fulfilling their own (not necessarily antagonistic) objectives. In the spirit of evolutionary game theory, we suppose that the players have the right to repeatedly…
The map-matching is an essential preprocessing step for most of the trajectory-based applications. Although it has been an active topic for more than two decades and, driven by the emerging applications, is still under development. There is…