An Optimization Approach to Believable Behavior in Computer Games

Author(s):  
Yifeng Zeng ◽  
Hua Mao ◽  
Fan Yang ◽  
Jian Luo
2013 ◽  
Author(s):  
Monika Szpringer ◽  
Grazyna Nowak-Starz ◽  
Malgorzata Markowska ◽  
Edyta Laurman-Jarzabek
Keyword(s):  

2008 ◽  
Author(s):  
Philip McClenaghan ◽  
Clive Fencott ◽  
Paul van Schaik
Keyword(s):  

2002 ◽  
Author(s):  
Stephane Bouchard ◽  
Patrice Renaud
Keyword(s):  

2003 ◽  
Author(s):  
David Walshe ◽  
Elizabeth Lewis ◽  
Kathleen O'Sullivan ◽  
Brenda K. Wiederhold ◽  
Sun I. Kim

2020 ◽  
Vol 54 (6) ◽  
pp. 1703-1722 ◽  
Author(s):  
Narges Soltani ◽  
Sebastián Lozano

In this paper, a new interactive multiobjective target setting approach based on lexicographic directional distance function (DDF) method is proposed. Lexicographic DDF computes efficient targets along a specified directional vector. The interactive multiobjective optimization approach consists in several iteration cycles in each of which the Decision Making Unit (DMU) is presented a fixed number of efficient targets computed corresponding to different directional vectors. If the DMU finds one of them promising, the directional vectors tried in the next iteration are generated close to the promising one, thus focusing the exploration of the efficient frontier on the promising area. In any iteration the DMU may choose to finish the exploration of the current region and restart the process to probe a new region. The interactive process ends when the DMU finds its most preferred solution (MPS).


2020 ◽  
Vol 1 (1) ◽  
pp. 20-27
Author(s):  
E. V. Karmanova ◽  
V. A. Shelemetyeva

The article is devoted to the implementation of gamification methods in the educational process. The characteristic features of light and hard gamification are presented. The appropriateness of using gamification when applying e-learning technology is considered. Classification of courses based on hard gamification taking into account the technological features of development is proposed: courses-presentations, courses — computer games, VR/AR courses. The article also illustrates the use of various game elements of easy gamification using the example of the module “Level up! — Gamification” of the Moodle LMS. The capabilities of this module can be used in an electronic course by any teacher who has the skills of working with the Moodle.The authors present the analysis of the development of a training course in sales techniques using hard and light gamification technologies, where the course development was assessed for its complexity, manufacturability, and resource requirements. The results of the analysis showed that the development of courses using hard gamification requires much more financial and time-consuming than the development of courses using light gamification.The article evaluates the results of the educational intensiveness intense “Island 10–22”, held in July 2019 in Skolkovo, in which 100 university teams, teams of research and educational centers, teams of schoolchildren — winners of competitions, olympiads, hackathons (“Young Talents”) participated. The results of the intense confirmed the effectiveness of the use of light gamification methods in adult training. Thus, the conclusions presented in the article reveal a number of advantages that light gamification has in comparison with hard gamification.


2016 ◽  
Vol 18 (1) ◽  
pp. 114
Author(s):  
She Wei ◽  
Huang Huang ◽  
Guan Chunyun ◽  
Chen Fu ◽  
Chen Guanghui

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