Sökning: "Pathing"

Hittade 5 uppsatser innehållade ordet Pathing.

  1. 1. Autonomous Navigation: LIDAR-based SLAM, Terrain of Technology Explored

    Master-uppsats, Lunds universitet/Institutionen för elektro- och informationsteknik

    Författare :Oscar Sanner; [2023]
    Nyckelord :MSc; SLAM; Pathing; ICP; FastSLAM; LIDAR; Technology and Engineering;

    Sammanfattning : In this thesis, an autonomous system capable of navigating and mapping unknown environments is developed. The solution uses a family of algorithms called SLAM or simultaneous localization and mapping, capable of mapping the environment and retaining accurate position data without external sensors such as GPS. LÄS MER

  2. 2. Using machine learning to help find paths through the map in Slay the Spire

    Kandidat-uppsats, Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)

    Författare :Oscar Porenius; Nils Hansson; [2021]
    Nyckelord :Slay the Spire; Artificial Intelligence; Neural Network; TensorFlow; AI; Artificial Neural Network; Pathfinding; Machine learning;

    Sammanfattning : Slay the Spire is a complex deck-building and roguelike game with many possibilities of improving players ability to win. An important part of Slay the Spire is choosing a path that makes the players character as successful as possible. LÄS MER

  3. 3. Hur påverkas spelarens flow om en vägplanerings-AI implementeras : Inverkan av vägplanerings-AI på spelarens flow i tornförsvarsspel jämfört med en linjär väg

    Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Peter Lindberg; [2021]
    Nyckelord :AI; artificiell intelligens; flow; TD; tornförsvar;

    Sammanfattning : Tornförsvar är en lättillgänglig spelgenre för spelare med ingen eller litenspelerfarenhet. I denna studie användes olika vägplaneringsmetoder för att undersöka inverkan på flow. I rapporten diskuteras hur implementationen av en artificiell intelligens som kontrollerar vägplaneringen i ett tornförsvarsspel påverkar spelarens flow. LÄS MER

  4. 4. Perceptual elements affecting navigation of players in first person games

    Kandidat-uppsats,

    Författare :Leon Viio; [2019]
    Nyckelord :Games; Navigation; Perceptual elements; first person perspective;

    Sammanfattning : Context. This thesis’ goal was to test whether or not perceptual elements which do not intrude on player movement were reliable methods of leading the player through an environment without specifically telling them where to go, focusing on players already accustomed to first person perspective(FPP) games. LÄS MER

  5. 5. Generative design of game graphics and levels

    Master-uppsats, Linköpings universitet/Interaktiva och kognitiva system

    Författare :Sebastian Parborg; Rasmus Holm; [2018]
    Nyckelord :PCG; Procedural Content Generation; Terrain Generation; 2D game; Side-scroller; Blender; 3D terrain; 3D world; 2D levels;

    Sammanfattning : This thesis describes the implementation and evaluation of a modular approach for generating 2D side-scroller game levels from a procedurally generated 3D world. Manually generating large amounts of game levels can take considerable amounts of time, and it maybe desirable to automate this process, using procedural content generation. LÄS MER