Sökning: "random game"

Visar resultat 11 - 15 av 62 uppsatser innehållade orden random game.

  1. 11. I'll Be Missing You : The Dynamic Influence of Spread in First-Person Shooters

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :George Eriksson; Daniel Burt; Valentyn Lyevyentsov; [2022]
    Nyckelord :First-Person Shooter; FPS; Mechanics; Dynamics; Game Design; Spread; Experimental Research; Förstapersonskjutare; FPS; Spelmekanik; Speldynamik; Speldesign; Spread; Experimentiell forskning;

    Sammanfattning : In First-Person shooter video games, spread is a mechanic that adds a random artificial inaccuracy to the player’s shots. Movement-amplified spread is a particular implementation of spread which amplifies the inaccuracy based on the speed the player is moving at. LÄS MER

  2. 12. Exploring the parameter space of Q-learning for faster convergence using Snake

    Kandidat-uppsats, KTH/Datavetenskap

    Författare :Anders Blomqvist; Christian Andersson; [2022]
    Nyckelord :;

    Sammanfattning : In this paper we explore the field of reinforcement learning which has proven to be successful at solving problems of random nature. Such problems can be video games, for example the classical game of Snake. LÄS MER

  3. 13. Exploring AI Play Patterns in Xiangqi

    Master-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Ziwen Song; [2022]
    Nyckelord :Xiangqi; Ludii; AI; Minimax; Flat MC; UCT; Monte-Carlo;

    Sammanfattning : In this study, we aim to explore the characteristics of different AI algorithms using the classical Chinese board game xiangqi as the testbed. We did this by utilizing four different build-in AI agents in Ludii: Random, Flat MC, UCT and Minimax, and having them playing against each other in all possible match ups and exploring their play patterns. LÄS MER

  4. 14. Evolved cellular automata for 2D video game level generation

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

    Författare :Amir Khodabakhshi; Adel Sabanovic; [2022]
    Nyckelord :Procedural content generation; PCG; cellular automata; genetic algorithm; evolved cellular automata;

    Sammanfattning : Manual design of levels can be an expensive and time consuming process. Procedural content generation (PCG) entails methods to algorithmically generate game content such as levels. One such way is by using cellular automata (CA), and in particular evolved cellular automata. LÄS MER

  5. 15. General Game Playing Within Modern TabletopGames Through Rolling Horizon EvolutionaryAlgorithms

    Master-uppsats, Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Författare :Mattias Smedman; [2022]
    Nyckelord :ai; general game playing; tabletop games; evolutionary algorithms; rolling horizon evolutionary algorithms; pandemic;

    Sammanfattning : Tabletop games have within recent years evolvedto become more and more complex, such as through the useof dynamic rules, permanently changing how the game worksafter a playthrough, and players playing different roles in thegame. This leads to unique challenges for Artificial Intelligence. LÄS MER