Using synthetic vision for autonomous non-player characters in computer games

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Autor principal: Sebastian Enrique
Formato: Artículo científico
Lenguaje:en
Publicado: Asociación Española para la Inteligencia Artificial 2003
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author Sebastian Enrique
author_facet Sebastian Enrique
contents Using synthetic vision for autonomous non-player characters in computer games Sebastian Enrique Alan Watt Fabio Policarpio Steve Maddock Ingeniería Non Computer Games Synthetic Vision Autonomous Agents Player Characters In this paper, we discuss the role and utility of synthetic vision in computer games. We present animplementation of a synthetic vision module based on two viewports rendered in real-time, one representingstatic information and the other dynamic, with false colouring being used for object identification, depthinformation and mo vement representation. We demonstrate the utility of this synthetic vision module by usingit as input to a simple rule-based AI module that controls agent behaviour in a first-person shooter game 2003 artículo científico 1137-3601 https://www.redalyc.org/articulo.oa?id=92572104 en http://www.redalyc.org/revista.oa?id=925 Inteligencia Artificial. Revista Iberoamericana de Inteligencia Artificial application/pdf Asociación Española para la Inteligencia Artificial Inteligencia Artificial. Revista Iberoamericana de Inteligencia Artificial (España) Num.21 Vol.7
format Artículo científico
id redalyc_92572104
institution Redalyc
language en
publishDate 2003
publisher Asociación Española para la Inteligencia Artificial
spellingShingle Using synthetic vision for autonomous non-player characters in computer games
Sebastian Enrique
Ingeniería
Non
Computer Games
Synthetic Vision
Autonomous Agents
Player Characters
Using synthetic vision for autonomous non-player characters in computer games Sebastian Enrique Alan Watt Fabio Policarpio Steve Maddock Ingeniería Non Computer Games Synthetic Vision Autonomous Agents Player Characters In this paper, we discuss the role and utility of synthetic vision in computer games. We present animplementation of a synthetic vision module based on two viewports rendered in real-time, one representingstatic information and the other dynamic, with false colouring being used for object identification, depthinformation and mo vement representation. We demonstrate the utility of this synthetic vision module by usingit as input to a simple rule-based AI module that controls agent behaviour in a first-person shooter game 2003 artículo científico 1137-3601 https://www.redalyc.org/articulo.oa?id=92572104 en http://www.redalyc.org/revista.oa?id=925 Inteligencia Artificial. Revista Iberoamericana de Inteligencia Artificial application/pdf Asociación Española para la Inteligencia Artificial Inteligencia Artificial. Revista Iberoamericana de Inteligencia Artificial (España) Num.21 Vol.7
title Using synthetic vision for autonomous non-player characters in computer games
topic Ingeniería
Non
Computer Games
Synthetic Vision
Autonomous Agents
Player Characters
url https://www.redalyc.org/articulo.oa?id=92572104