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Collaborating Authors

 De Loor, Pierre


Real-time retrieval for case-based reasoning in interactive multiagent-based simulations

arXiv.org Artificial Intelligence

The aim of this paper is to present the principles and results about case-based reasoning adapted to real- time interactive simulations, more precisely concerning retrieval mechanisms. The article begins by introducing the constraints involved in interactive multiagent-based simulations. The second section pre- sents a framework stemming from case-based reasoning by autonomous agents. Each agent uses a case base of local situations and, from this base, it can choose an action in order to interact with other auton- omous agents or users' avatars. We illustrate this framework with an example dedicated to the study of dynamic situations in football. We then go on to address the difficulties of conducting such simulations in real-time and propose a model for case and for case base. Using generic agents and adequate case base structure associated with a dedicated recall algorithm, we improve retrieval performance under time pressure compared to classic CBR techniques. We present some results relating to the performance of this solution. The article concludes by outlining future development of our project.


From decision to action : intentionality, a guide for the specification of intelligent agents' behaviour

arXiv.org Artificial Intelligence

This article introduces a reflexion about behavioural specification for interactive and participative agent-based simulation in virtual reality. Within this context, it is neces sary to reach a high level of expressivness in order to enforce interactions between the designer and the behavioural model during the in-line prototyping. This requires to consider the need of semantic very early in the design process. The Intentional agent model is here exposed as a possible answer. It relies on a mixed imperative and declarative approach which focuses on the link between decision and action. The design of a tool able to simulate virtual environment implying agents based on this model is discuss


Learning a Representation of a Believable Virtual Character's Environment with an Imitation Algorithm

arXiv.org Artificial Intelligence

In video games, virtual characters' decision systems often use a simplified representation of the world. To increase both their autonomy and believability we want those characters to be able to learn this representation from human players. We propose to use a model called growing neural gas to learn by imitation the topology of the environment. The implementation of the model, the modifications and the parameters we used are detailed. Then, the quality of the learned representations and their evolution during the learning are studied using different measures. Improvements for the growing neural gas to give more information to the character's model are given in the conclusion.


The Challenge of Believability in Video Games: Definitions, Agents Models and Imitation Learning

arXiv.org Artificial Intelligence

In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its evaluation. We present several models for agents in games which can produce believable behaviours, both from industry and research. For high level of believability, learning and especially imitation learning seems to be the way to go. We make a quick overview of different approaches to make video games' agents learn from players. To conclude we propose a two-step method to develop new models for believable agents. First we must find the criteria for believability for our application and define an evaluation method. Then the model and the learning algorithm can be designed.