- Cyril
Brom, Jakub Gemrot, Michal Bida,
Ondrej Burkert, Sam J. Partington, and
Joanna J. Bryson.
POSH tools
for game agent development by students and non-programmers.
In The Nineth International Computer Games Conference: AI, Mobile,
Educational and Serious Games, 2006.
- Cyril
Brom, Klára Pesková, and Jiri
Lukavsky.
What Does Your Actor Remember? Towards Characters with a Full Episodic
Memory.
In International Conference on Virtual Storytelling, pages
89–101, 2007.
(doi:10.1007/978-3-540-77039-8_8)
- Rudolf
Kadlec, Jakub Gemrot, Ondřej Burkert,
Michal Bída, Jan Havlícek,
and Cyril Brom.
Pogamut 2 – a Platform for Fast Development of Virtual Agents' Behavior.
In Proceedings of International Conference on Computer Games - AI,
Animation, Mobile, Educational and Serious Games (CGAMES), pages
49—-53, 2007.
- Michal
Bída and Cyril Brom.
Towards a platform for the education in emotion modeling based on virtual
environments.
In Proceedings of the 3rd Workshop on Emotion and Computing: Current
Research and Future Impact, volume 23, 2008.
- Cyril
Brom, Jakub Gemrot, Ondrej Burkert,
Rudolf Kadlec, and Michal Bida.
3D immersion in virtual agents education.
In International Conference on Interactive Digital Storytelling,
pages 59–70, 2008.
(doi:10.1007/978-3-540-89454-4_11)
- Cyril
Brom, Michal Bida, Jakub Gemrot,
Rudolf Kadlec, and Tomas Plch.
Emohawk: Searching for a "good" emergent narrative.
In Proceedings of the Joint International Conference on Interactive
Digital Storytelling, 2009.
(doi:10.1007/978-3-642-10643-9_12)
- Daniel Cuadrado and Yago
Saez.
Chuck Norris rocks!
In Proceedings of the IEEE Symposium on Computational Intelligence and
Games, pages 69–74, 2009.
(doi:10.1109/CIG.2009.5286493)
- Jakub
Gemrot, Rudolf Kadlec, Michal Bida,
Ondrej Burkert, Radek Pibil, Jan
Havlicek, Lukas Zemcak, Juraj Simlovic,
Radim Vansa, Michal Stolba, Tomas
Plch, and Cyril Brom.
Pogamut 3 can assist developers in building AI (not only) for their videogame
agents.
Agents for games and simulations, pages 1–15, 2009.
(doi:10.1007/978-3-642-11198-3_1)
- Daichi Hirono and Ruck
Thawonmas.
Implementation
of a human-like bot in a first person shooter: second place bot at botprize
2008.
In Proceedings of the Asia Simulation Conference, 2009.
- Rudolf Kadlec, Ondřej
Burkert, and Cyril Brom.
Creating
game bots in a few easy steps.
In Proceedings of the 13th International MindTrek Conference: Everyday
Life in the Ubiquitous Era on - MindTrek '09, 2009.
(doi:10.1145/1621841.1621888)
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Michal Bida, Ondrej Burkert, Jan
Havlicek, Lukas Zemcak, Radek Pibil,
Radim Vansa, and Cyril Brom.
Extensions and applications of Pogamut 3 platform.
International Workshop on Intelligent Virtual Agents, I, 2009.
(doi:10.1007/978-3-642-04380-2_65)
- Maciej Lewinski, Cetin Demir,
and Rajat Anantharam.
Incorporating Team Strategies in Bots for Capture the Flag mode of Unreal
Tournament 2004.
2009.
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Agent Smith: Towards an evolutionary rule-based agent for interactive dynamic
games.
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660–666, 2009.
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- Niels Van Hoorn, Julian
Togelius, and Jürgen Schmidhuber.
Hierarchical controller learning in a first-person shooter.
In 2009 IEEE Symposium on Computational Intelligence and Games,
pages 294–301, 2009.
(doi:10.1109/CIG.2009.5286463)
- Di Wang,
Budhitama Subagdja, Ah-hwee Tan, and
GW Ng.
Creating
human-like autonomous players in real-time first person shooter computer
games.
In Proceedings of the 21st Annual Conference on Innovative Applications
of Artificial Intelligence, pages 173–178, 2009.
- Giovanni Acampora, Fabio
Ferraguto, and Vincenzo Loia.
Synthesizing bots emotional behaviors through fuzzy cognitive processes.
In Proceedings of the 2010 IEEE Conference on Computational Intelligence
and Games, CIG2010, pages 329–336, 2010.
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Episodic Memory for Human-Like Agents and Human-Like Agents for Episodic
Memory.
International Journal of Machine Consciousness, 2:227–244, 2010.
(doi:10.1142/S1793843010000461)
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Brom, Ond??ej Burkert, and Rudolf Kadlec.
Timing in episodic memory for virtual characters.
In Proceedings of the 2010 IEEE Conference on Computational Intelligence
and Games, pages 305–312, 2010.
(doi:10.1109/ITW.2010.5593339)
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Rudolf Kadlec, and Jiri Lukavsky.
Timing
in Episodic Memory: Virtual Characters in Action.
In Proceedings of the Remembering Who We Are – Human Memory for
Artificial Agents Symposium, 2010.
- Jakub
Gemrot, Cyril Brom, Rudolf Kadlec,
Michal Bída, Ondřej Burkert,
Michal Zemcák, Radek Píbil,
and Tomás Plch.
Pogamut
3 – Virtual Humans Made Simple.
Advances in Cognitive Science, pages 211–243, 2010.
- Koen V. Hindriks, Birna van
Riemskijk, Tristan M. Behrens, Rien Korstanje,
Nick Kraayenbrink, Wouter Pasman, and
Lennard de Rijk.
Unreal
Goal Bots: Connecting Agents to Complex Dynamic Environments.
AGS, 2010.
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- Rudolf Kadlec and Cyril Brom.
I can (almost) remember what you are doing: from actions to tasks.
In Remembering Who We Are – Human Memory for Artificial Agents
Symposium, pages 27–30, 2010.
- Stelios Petrakis and
Anastasios Tefas.
Neural networks training for weapon selection in first-person shooter games.
In International Conference on Artificial Neural Networks, 2010.
(doi:10.1007/978-3-642-15825-4_55)
- Tomás Plch and
Cyril Brom.
Enhancements for Reactive Planning – Tricks and Hacks.
In Proceedings of SOFSEM (Software Seminar), 2010.
- Tristan M. Behrens, Koen V.
Hindriks, and Jürgen Dix.
Towards an environment interface standard for agent platforms.
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2011.
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- Antonio J. Fernández
Leiva and Jorge L. O'Valle Barragán.
Decision tree-based algorithms for implementing bot AI in UT2004.
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Artificial Computation, pages 383–392, 2011.
(doi:10.1007/978-3-642-21344-1_40)
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Gemrot, Cyril Brom, Joanna Bryson, and
Michal Bida.
How to compare usability of techniques for the specification of virtual
agents' behavior? An experimental pilot study with human subjects.
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Simulations, 2011.
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A periphery of pogamut: From bots to agents and back again.
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Incorporating Reinforcement Learning into the Creation of Human-Like
Autonomous Agents in First Person Shooter Games.
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Incorporating Reinforcement Learning into the Creation of Human-Like
Autonomous Agents in First Person Shooter Games.
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Kaayenbrink, Lennard de Rijk, Tristan Behrens,
and Wouter Pasman.
Unreal Goal Bots.
In Agents for Games and Simulations II. Springer Berlin
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Bida, Cyril Brom, Jakub Gemrot, and
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When a couple goes together: Walk along steering.
International Conference on Motion in Games, pages 278–289, 2011.
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Learning
Policies for First Person Shooter Games Using Inverse Reinforcement
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- Giovanni Acampora, Vincenzo
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Improving game bot
behaviours through timed emotional intelligence.
Knowledge-Based Systems, 34:97–113, 2012.
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Cyril Brom.
Evolution of GameBots project.
In International Conference on Entertainment Computing, pages
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Brom, Petr Babor, Markéta
Popelová, Michal Bída, Jakub
Tomek, and Jakub Gemrot.
Controlling
Three Agents in a Quarrel: Lessons Learnt.
In International Conference on Motion in Games, 2012.
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David Waller, and Rudolf Kadlec.
A computational model of the allocentric and egocentric spatial memory by
means of virtual agents, or how simple virtual agents can help to build
complex computational models.
Cognitive Systems Research, 17-18:1–24, 2012.
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- Jakub
Gemrot, Michal Bída, and Cyril Brom.
Pogamut Toolkit ( Demonstration ).
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Does high-level behavior specification tool make production of virtual agent
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In International AAMAS Workshop on Cognitive Agents for Virtual
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Interfacing
Clojure with Pogamut 3 platform.
Photonics Applications in Astronomy, Communications, Industry, and
High-Energy Physics Experiments, 2012.
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- Pankaj Gupta.
Intelligent Agents Using Unreal Tournament 2004 And Pogamut 3, 2012.
- Rudolf Kadlec, Michal Cermak,
Zdenek Behan, and Cyril Brom.
Generating corpora of activities of daily living and towards measuring the
corpora's complexity.
In International AAMAS Workshop on Cognitive Agents for Virtual
Environments, 2012.
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Jakub Tomek, and M Bída.
Toolkit for teaching
steering behaviors for 3D human-like virtual agents.
In Proceedings of the 11th International Conference on Autonomous Agents
and Multiagent Systems, volume 3, 2012.
- Casey Rosenthal and
Clare Bates Congdon.
Personality profiles for generating believable bot behaviors.
In Proceedings of the IEEE Conference on Computational Intelligence and
Games, pages 124–131, 2012.
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Brom, Cerny Martin, and Jakub Gemrot.
Planning and Reactive Agents in Dynamic Game Environments: An Experimental
Study.
Proceedings of International Conference on Agents and Artificial
Intelligence (ICAART), pages 234–240, 2013.
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Bida, Martin Cerny, and Cyril Brom.
SimDate3D - Level two.
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pages 128–131, 2013.
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- Anna I. Esparcia-Alcázar and
Jaroslav Moravec.
Fitness approximation for bot evolution in genetic programming: Lessons
learned from the UT2004 computer game.
Soft Computing, 17(8):1479–1487, 2013.
(doi:10.1007/s00500-012-0965-7)
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DyBaNeM:
Bayesian Episodic Memory Framework for Intelligent Virtual Agents.
In International Workshop on Intelligent Virtual Agents, pages
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Comparing Programming in POSH and GOAL A Comparative Study using Intelligent
Virtual Agents.
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R. Caballero, P. Garcia-Sanchez,
J. J. Merelo, P. A. Castillo, and
R. Lara-Cabrera.
Designing
and Evolving an Unreal Tournament 2004 Expert Bot.
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R. Lara-Cabrera.
Designing
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volume 6691, pages 157–165, 2013.
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Human-Like Combat Behaviour viaMultiobjective Neuroevolution.
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Gemrot, Martin Cerny, and Cyril
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Teaching Intelligent Virtual Agents Programming Through Simulated Children's
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In GAME-ON'2014, 2014.
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Adaptive Shooting for Bots in First Person Shooter Games using Reinforcement
Learning.
IEEE Transactions on Computational Intelligence and AI in Games,
7(2), 2014.
(doi:10.1109/TCIAIG.2014.2363042)
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Roman Barták, Cyril Brom, and
Jakub Gemrot.
To Plan or to Simply React? An Experimental Study of Action Planning in a Game
Environment.
Computational Intelligence, 2015.
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Madden.
Learning to shoot in first person shooter games by stabilizing actions and
clustering rewards for reinforcement learning.
In Proceedings of the 2015 IEEE Conference on Computational Intelligence
and Games, pages 344–351, 2015.
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Aisa, Pablo García-Sánchez,
Pedro Ángel Castillo, and
Juan Julián Merelo.
Modelling
a Human-Like Bot in a First Person Shooter Game.
International Journal of Creative Interfaces and Computer
Graphics, 6(1):21–37, 2015.
(doi:10.4018/IJCICG.2015010102)
- Manuel G. Bedia, Luis
Castillo, Carolina Lopez, Francisco Seron, and
Gustavo Isaza.
Designing virtual
bots for optimizing strategy-game groups.
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(doi:10.1016/j.neucom.2015.05.118)
- Shu Feng
and Ah Hwee Tan.
Towards autonomous
behavior learning of non-player characters in games.
Expert Systems with Applications, 56:89–99, 2016.
(doi:10.1016/j.eswa.2016.02.043)