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Collaborating Authors

 Tencé, Fabien


Data Clustering and Similarity

AAAI Conferences

In this article, we study the notion of similarity within the context of cluster analysis. We begin by studying different distances commonly used for this task and highlight certain important properties that they might have, such as the use of data distribution or reduced sensitivity to the curse of dimensionality. Then we study inter- and intra-cluster similarities. We identify how the choices made can influence the nature of the clusters.


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.


Automatable Evaluation Method Oriented toward Behaviour Believability for Video Games

arXiv.org Artificial Intelligence

Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous experiments can help to improve agents' believability. We propose a method which aim at assessing how much an agent's behaviour looks like humans' behaviours. By representing behaviours with vectors, we can store data computed for humans and then evaluate as many agents as needed without further need of humans. We present a test experiment which shows that even a simple evaluation following our method can reveal differences between quite believable agents and humans. This method seems promising although, as shown in our experiment, results' analysis can be difficult.


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.