Using synthetic vision for autonomous non-player characters in computer games
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| Formato: | Artículo científico |
| Lenguaje: | en |
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Asociación Española para la Inteligencia Artificial
2003
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| _version_ | 1876464730210566144 |
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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 |