Related papers: Fighting Game Adaptive Background Music for Improv…
This paper presents our work to enhance the background music (BGM) in DareFightingICE by adding an adaptive BGM. The adaptive BGM consists of five different instruments playing a classical music piece called "Air on G-String." The BGM…
This paper presents a new competition -- at the 2022 IEEE Conference on Games (CoG) -- called DareFightingICE Competition. The competition has two tracks: a sound design track and an AI track. The game platform for this competition is also…
This paper presents a deep reinforcement learning agent (AI) that uses sound as the input on the DareFightingICE platform at the DareFightingICE Competition in IEEE CoG 2022. In this work, an AI that only uses sound as the input is called…
This paper presents a new and improved DareFightingICE platform, a fighting game platform with a focus on visually impaired players (VIPs), in the Unity game engine. It also introduces the separation of the DareFightingICE Competition into…
The video game industry has grown to a multi-billion dollar, worldwide industry. The background music tends adaptively in reference to the specific game content during the game length of the play. Adaptive music should be further explored…
This paper presents a design of a non-player character (AI) for promoting balancedness in use of body segments when engaging in full-body motion gaming. In our experiment, we settle a battle between the proposed AI and a player by using…
The generation of music that adapts dynamically to content and actions has an important role in building more immersive, memorable and emotive game experiences. To date, the development of adaptive music systems for video games is limited…
Balancing game difficulty in video games is a key task to create interesting gaming experiences for players. Mismatching the game difficulty and a player's skill or commitment results in frustration or boredom on the player's side, and…
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce…
This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of…
This paper presents a new communication interface for the DareFightingICE platform, a Java-based fighting game focused on implementing AI for controlling a non-player character. The interface uses an open-source remote procedure call, gRPC…
Limited illumination often causes severe physical noise and detail degradation in images. Existing Low-Light Image Enhancement (LLIE) methods frequently treat the enhancement process as a blind black-box mapping, overlooking the physical…
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…
Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information. However, humans benefit from a wider array of sensors which we utilise in order to navigate the world around us.…
This paper presents a commentator for providing real-time game commentary in a fighting game. The commentary takes into account highlight cues, obtained by analyzing scenes during gameplay, as input to adjust the pitch and loudness of…
In this unprecedented era of technology-driven transformation, it becomes more critical than ever that we aggressively invest in developing robust artificial intelligence (AI) for wargaming in support of decision-making. By advancing…
Many deep reinforcement learning algorithms contain inductive biases that sculpt the agent's objective and its interface to the environment. These inductive biases can take many forms, including domain knowledge and pretuned…
In this paper we present a framework for the rendering of dynamic 3D virtual environments which can be integrated in the development of videogames. It includes methods to manage sounds and particle effects, paged static geometries, the…
Today, the optimal performance of existing noise-suppression algorithms, both data-driven and those based on classic statistical methods, is range bound to specific levels of instantaneous input signal-to-noise ratios. In this paper, we…
This paper introduces MetaBGM, a groundbreaking framework for generating background music that adapts to dynamic scenes and real-time user interactions. We define multi-scene as variations in environmental contexts, such as transitions in…