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We propose a variant of the simulated annealing method for optimization in the multivhriate analysis of differentiable functions. The method uses global actualizations via the hybrid Monte Carlo algorithm in their generalized version for the proposal of new configurations. We show how this choice can improve upon the performance of simulated annealing… (More)
— We explore the benefits of integrating roadmap-based path planning methods with flocking techniques to achieve different behaviors. We show how a wide range of group behaviors can be facilitated by using dynamic roadmaps.
The dominant MMORPG <i>quest</i> model suffers from a significant incompatibility between dynamic world changes, stemming from player actions, and the authored narratives that guide and motivate gameplay. Both features are highly valued, and developers are trying different approaches to have them co-exist. In this work, we examine one aspect of that… (More)
In this paper we explore the use of recursive cubic Hermite splines to mimic human movement in open world games. Human-like movement in an open world environment has many characteristics that are not optimal or directed towards clear, discrete goals. Using data collected from a simple MMORPG-like game, we use our spline representation to model human player… (More)
We propose a variant of the Simulated Annealing method for optimization in the multivariate analysis of diierentiable functions. The method uses the Hybrid Monte Carlo algorithm for the proposal of new conngurations. We show how this choice can improve the performance of simulated annealing methods by allowing much faster annealing schedules.
It is found experimentally that the coexistence region of a vapor-liquid system or a binary mixture is substantially narrowed when the fluid is confined in an aerogel with a high degree of porosity (e.g., of the order of 95 to 99%). A Hamiltonian model for this system has recently been introduced . We have performed Monte-Carlo simulations for this model… (More)
In this paper, we discuss approaches to dialogue in interactive video games and interactive narrative research. We propose that situating interactive dialogue in the simplified expectations of video games is a profitable way to investigate computational dialogue simulation. Taking cues from existing physical simulations such as combat, we propose a… (More)
In this paper, we present adaptive quests, an extension to the dominant quest model that guides and motivates gameplay in MMORPG shared worlds. The standard model has proven effective, but is significantly incompatible with the desire for player driven change in the world. We present an incremental step to increasing player impact, discuss the problems it… (More)
We discuss an alternative to the traditional gas-phase coupling approach in order to explain synchronized global oscillations in CO oxidation on Pt(110). We use a microscopic model which includes structural Pt surface reconstruction via front propagation, and large diffusion rates for CO. The synchronization mechanism is associated with the formation of a… (More)