JVRSJ Vol.18 No.3 September, 2013 173 29 2 1 2 1 NPC 2004 1 RTS Real-time Simulation NPC NPC NPC AI NPC 4 AI 2 AI 2 3 4 図 1 ゲームとユーザエクスペリエンス reality a



Similar documents
2011 : M Schell Interest curve Schell Chan FPS Schell Interest curve Chan FPS Chan Chan Chan Chan

GDC GDC ( 2005 PlayStation3, Xbox360, Wii ) AI Killzone 2 (Guerrilla Games, 2009) [1] The Sims 3 (EA, Maxis,2009) [2] AI AI AI AI [3] AI AI A

¥²¡¼¥àAI¤Ë¤ª¤±¤ë»º³ØÏ¢·ÈÀïά¤Î10ǯ


P24-25.eps

.L.....C1109.qxd


& Vol.5 No (Oct. 2015) TV 1,2,a) , Augmented TV TV AR Augmented Reality 3DCG TV Estimation of TV Screen Position and Ro

理工ジャーナル 23‐1☆/1.外村

IPSJ SIG Technical Report Vol.2016-GI-35 No /3/9 StarCraft AI Deep Q-Network StarCraft: BroodWar Blizzard Entertainment AI Competition AI Convo

Gaze Head Eye (a) deg (b) 45 deg (c) 9 deg 1: - 1(b) - [5], [6] [7] Stahl [8], [9] Fang [1], [11] Itti [12] Itti [13] [7] Fang [1],

97-00

1(a) (b),(c) - [5], [6] Itti [12] [13] gaze eyeball head 2: [time] [7] Stahl [8], [9] Fang [1], [11] 3 -

untitled

表1-表4宅建98.indd

02_岡本慎平 様.indd

- (20 ) 400 () 3DCG No.51 No.61 No.62 No.11 P 2 16

,,,,., C Java,,.,,.,., ,,.,, i


IPSJ SIG Technical Report Vol.2009-DPS-141 No.20 Vol.2009-GN-73 No.20 Vol.2009-EIP-46 No /11/27 1. MIERUKEN 1 2 MIERUKEN MIERUKEN MIERUKEN: Spe

2016 : M SF

Vol. 44 No. SIG 12(TOD 19) Sep MF MF MF Content Protection Mechanism Based on Media Framework and an Implementation for Autonomous Information C

1 Kinect for Windows M = [X Y Z] T M = [X Y Z ] T f (u,v) w 3.2 [11] [7] u = f X +u Z 0 δ u (X,Y,Z ) (5) v = f Y Z +v 0 δ v (X,Y,Z ) (6) w = Z +

EFR…C…fi…XŁtŸ^KR

1: A/B/C/D Fig. 1 Modeling Based on Difference in Agitation Method artisoc[7] A D 2017 Information Processing

JVRSJ Vol.13 No.3 September, 図 2 PlaceEngine を使用した位置推定の例 : フロア情報を含めて位置の推定が可能 Web 3 GPS PlaceEngine WiFi GPS GPS WiFi 図 3 GPS と WiFi による位置推


Microsoft Word - 田中亮太郎.doc

p

日経テレコン料金表(2016年4月)

B

73 p p.152


_Print

122011pp

2

A p A p. 224, p B pp p. 3.

スラヴ_00A巻頭部分

Microsoft Word - 映画『東京裁判』を観て.doc

9

() L () 20 1

308 ( ) p.121

広報かみす 平成28年6月15日号

.

Transcription:

28 172 日 本 バーチャルリアリティ 学 会 誌 第 18 巻 3 号 2013 年 9 月 1 [1] 1 [2-5] NPC Non-Player-Character 80 90 NPC 2000 NPC 2 AI AI AI [6-8] RPG AI NPC AI AI RPG AI [5][9][10] 3 AI 2 AI 1 [11] 28

JVRSJ Vol.18 No.3 September, 2013 173 29 2 1 2 1 NPC 2004 1 RTS Real-time Simulation NPC NPC NPC AI NPC 4 AI 2 AI 2 3 4 図 1 ゲームとユーザエクスペリエンス reality a sense of immersion 2 NPC 3 10 AI AI [3-5][12][13] 2000 AI 2004-4 AI FPS First Person Shooter NPC NPC 29

30 174 日 本 バーチャルリアリティ 学 会 誌 第 18 巻 3 号 2013 年 9 月 4 AI NPC AI AI [14] AI 図 2 エージェント アーキテクチャ 5 AI AI 2 AI [15-20] AI [21-23] AI AI AI AI 2 2 AI 6 AI AI AI 3 AI AI / / / AI [24][25] World Representation [25] Affordance Representation [22] Object Representation 3 KR, Knowledge Representation AI 30

JVRSJ Vol.18 No.3 September, 2013 175 31 Information flow [3][4] 2 [21] 2 図 3 ナビゲーション メッシュとオブジェクト 表 現 7 AI [3-5][7][14][15] 2 2000 MIT C4 00 FPS AI [26-28] [28] Subsumption Architecture [29] AI 2 sensory integration (motion synthesis) AI 8 AI AI NPC NPC AI [1] AI AI AI team AI NPC AI NPC 31

32 176 日 本 バーチャルリアリティ 学 会 誌 第 18 巻 3 号 2013 年 9 月 図 4 3 種 類 の AI とプロシージャル 技 術 4 AI NPC NPC NPC AI AI NPC [4][14][30] AI AI (meta-ai) [4][5][7][30] AI AI AI NPC NPC AI AI AI AI AI 9 Procedural Technology [2] 4 [30][31] AI 4 AI [7] 10 AI 10 2004-2013 AI AI [3][4][32] 10 AI AI 32

JVRSJ Vol.18 No.3 September, 2013 177 33 [1] J. 2010 [2] AI 19 3 pp.39-113 2007 [3] 23 1 pp.44-51 2008 [4] AI 23 pp.431-482 2010 [5] AI 5 pp127-214 2011 [6] 2009 [7] 2012 pp108-113 2012 [8] 2006 [9] 2005 [10] AI 6 pp.123-134 2012 [11] 2007 [12] No.45 2013 pp48-53 2013 [13] AI WEB+DB PRESS Vol.68 pp.87-120 2012 [14] AI 4 2-2 2008 [15] S.J.Russell P.Norvig 2 2008 [16] Jeff Orkin Constraining Autonomous Character Behavior with Human Concepts, AI Game Programming Wisdom 2, 3.1, pp.189-197, Charles River Media 2003 [17] Jeff Orkin Applying Goal-Oriented Action Planning to Games, AI Game Programming Wisdom 2, 3.4, pp.217-227 Charles River Media 2003 [18] Jeff Orkin Symbolic Representation of Game World State: Toward Real-Time Planning in Games. Proceedings of the AAAI Workshop on Challenges in Game AI 2004 [19] Jeff Orkin Agent Architecture Considerations for Real- Time Planning in Games. Proceedings of AIIDE 2005 2005 [20] Jeff Orkin Three States and a Plan: The AI of F.E.A.R. Proceedings of the Game Developers Conference 2006 2006 [21] J. G. 2005 [22] J.J. 1986 [23] 2000 [24] Mat Buckland AI 2007 [25] R.Straatman A.Beij W.D.Sterren Dynamic Tactical Position Evaluation AI Game Programming Wisdom 3 5.2 pp.389-403 Charles River Media 2006 [26] D. Isla, R. Burke, M. Downie, B. Blumberg A Layered Brain Architecture for Synthetic Creatures, IJCAI'01 Proceedings of the 17th international joint conference on Artificial intelligence Vol.2 pp.1051-1058 2001 [27] R.Burke, D.Isla, M. Downie, Y.Ivanov, B.Blumberg: CreatureSmarts: The Art and Architecture of a Virtual Brain Game Developers Conference 2001 2001 [28] D. Isla, B. Blumberg Blackboard Architecture AI Game Programming Wisdom Vol.1 7.1 pp.333-344 Charles River Media 2002 [29] 2006 [30] : Vol.22 No.6 pp.91-102 2010 [31] 22 pp.395-430 2010 [32] Mat Buckland AI Techniques for Game Programming Cengage Learning PTR 2002 MIYAKE Youichiro AI 1999 2001 2004 2004 2011 C++ C++ API 33