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Titlebook: Entertainment Computing; Technologies and App Ryohei Nakatsu,Junichi Hoshino Book 2003 IFIP International Federation for Information Proces

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樓主: malcontented
31#
發(fā)表于 2025-3-26 21:06:11 | 只看該作者
32#
發(fā)表于 2025-3-27 03:12:29 | 只看該作者
33#
發(fā)表于 2025-3-27 07:58:48 | 只看該作者
Under the Influence: Using Natural Language in Interactive Storytelling however able to interfere with the course of action by issuing advice to the characters. This is achieved by recognising corresponding speech acts and mapping them to the plans which implement characters’ behaviours in the story. We discuss some examples based on a preliminary, yet fully implemented, prototype.
34#
發(fā)表于 2025-3-27 10:32:41 | 只看該作者
Multi-Goal Path-Finding for Autonomous Agents in Virtual Worldsfinding. The problem appears for artificial creatures in virtual environments and for computer-controlled characters in 2D or 3D games, which have to exhibit so-called opportunistic behaviors. We present a simple framework and an effective algorithm based on goal reordering using local search techniques.
35#
發(fā)表于 2025-3-27 14:26:41 | 只看該作者
A Toolkit for Developing Programs of Card Games Played on the Internet implemented a toolkit for programming card games on the Internet. By using our toolkit, people can easily implement various card game programs without much programming skills or expert knowledge of computer science. We show some examples of how to develop card game programs using our toolkit.
36#
發(fā)表于 2025-3-27 18:50:59 | 只看該作者
The Evolution of Strong Othello ProgramsTakeshi Murakami in 1997. The focus of this article is the evolution of Othello evaluation functions and heuristic search techniques which quite nicely reflect the general A.I. trend of replacing slow and error-prone manual tuning by automated machine learning approaches.
37#
發(fā)表于 2025-3-27 22:32:47 | 只看該作者
38#
發(fā)表于 2025-3-28 05:27:58 | 只看該作者
Kirifuki: Inhaling and Exhaling Interaction with Visual Objectsbe manipulated by breathing without using hands and any of physical pointing devices. In this paper, we describe our prototype system and demonstrate its application sub-systems which especially applied to entertainment fields.
39#
發(fā)表于 2025-3-28 06:33:34 | 只看該作者
The World Today: A Net Assessment,revious work has studied synchronization techniques [1] and cheat-proofing techniques [2] in isolation, without exploring their interaction. Our optimization has the same guarantee as current cheat-proofing techniques and can increase interaction rate between players in real-time multiplayer games.
40#
發(fā)表于 2025-3-28 13:14:03 | 只看該作者
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