Special Issue on Intelligence Techniques in Computer Games and Simulations

Author(s):  
Ruck Thawonmas ◽  

This issue presents eight research papers focusing on different aspects of intelligence techniques and their applications in computer games and simulations. They are extended papers from those accepted and presented at the International Symposium on Intelligence Techniques in Computer Games and Simulations that was held in Shiga, Japan on March 1-2, 2007. The issue starts with a paper entitled gUsing Automatic Calibration with Microscopic Traffic Simulation,h which focuses on the use of a genetic algorithm for searching parameter spaces of a microscopic traffic simulation. The second paper, gOn-Line Fault Detection and Compensation of Hydraulic Driven Machines Using Modelling Techniques,h presents the use of modelling information for the fault detection of hydraulic driven machines as well as for the compensation of incipient faults. The third paper, gGeneration of Character Motion by Using Reactive Motion Capture System with Force Feedback,h focuses on animation making with reactive motion data generated from the interaction with force feedback and the virtual environment. The fourth paper, gModeling of Wood Aging Caused by Biological Deterioration,h looks into an application of an ant colony optimization algorithm to generation of wood aging patterns caused by biological deterioration. The next three papers are related to network games. The fifth paper, gIntelligent Synchronization for Mirrored Game Servers: A Real Case Study,h examines the effectiveness of an intelligent optimistic synchronization scheme for mirrored game server architectures in real multiplayer-online-game environment. The sixth paper, gI3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games,h presents a peer-to-peer (P2P) approach for minimizing the server bottleneck in online gaming and for increasing response and reliability. The seventh paper, gHaar Wavelets for Online-Game Player Classification with Dynamic Time Warping,h presents an application of Haar wavelet for reduction of online game players' action sequences used in player classification. Finally, the eighth paper, gDeveloping Natural Language Enabled Games in SCXML,h looks into the potential of SCXML for the game design and implementation. As the guest editor of this special issue, I would like to express my sincere gratitude to the authors in this issue for their hard job. Special thanks go to the anonymous referees for their assistance in the review process. Finally, I wish to thank JACIII staffs for their helps in coordinating the publication of the issue.

2008 ◽  
Vol 2008 ◽  
pp. 1-6 ◽  
Author(s):  
Tng C. H. John ◽  
Edmond C. Prakash ◽  
Narendra S. Chaudhari

This paper proposes a novel method to generate strategic team AI pathfinding plans for computer games and simulations using probabilistic pathfinding. This method is inspired by genetic algorithms (Russell and Norvig, 2002), in that, a fitness function is used to test the quality of the path plans. The method generates high-quality path plans by eliminating the low-quality ones. The path plans are generated by probabilistic pathfinding, and the elimination is done by a fitness test of the path plans. This path plan generation method has the ability to generate variation or different high-quality paths, which is desired for games to increase replay values. This work is an extension of our earlier work on team AI: probabilistic pathfinding (John et al., 2006). We explore ways to combine probabilistic pathfinding and genetic algorithm to create a new method to generate strategic team AI pathfinding plans.


2021 ◽  
pp. 41-47
Author(s):  
Irina Kiryshina

The article is addressed to the legal analysis of advertising placed in video games. Topical issues of the concept of advertising are touched upon from the point of view of its compliance with the legal definition enshrined in the Federal Law "On Advertising". There has been analized the distribution of advertising in video games, such as ads embedded in game content, including "product placement". In Russian legislation, there is an analogue of this category which is defined by the legislator as “references to a product, means of its individualization, about a manufacturer or seller of a product, which are organically integrated into works of science, literature or art”. The conclusion is made about the possibility of qualifying this technique as an advertisement in the absence of a sign of "organic integration". The examples of judicial and law enforcement practice of inorganic integration are considered. In such cases, the disseminated information is recognized as advertising, in respect of which the requirements of advertising legislation regarding restrictions on advertising of tobacco and alcohol, weapons and a number of other goods must be observed. There are special requirements for video games for minors in order to protect their rights. The author presents the position regarding the qualification of targeted advertising from the point of view of its compliance with such a sign of advertising as being addressed to an indefinite group of people. The conclusion is supported by the argument that personalization of an advertising message does not exclude its qualification as an advertisement. The problem of advertising distribution in computer games, including multiplayer games, carried out via the Internet, where obtaining the preliminary consent of the online game user to receive advertising is achieved by including this condition in the user agreement, is investigated. The conclusion is made about the need to improve legal regulation in the studied field.


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