• Applying Markov decision processes to 2D real time games

      Hartley, Thomas; Mehdi, Qasim; Gough, Norman (University of Wolverhampton, School of Computing and Information Technology, 2004)
      This paper presents the outcomes of a research project into the field of artificial intelligence (AI) and computer game AI. The project considered the problem of applying AI techniques to computer games. Current commercial computer games tend to use complex scripts to control AI opponents. This can result in poor and predictable gameplay. The use of academic AI techniques is a possible solution to overcome these shortcomings. This paper describes the process of applying Markov decision processes (MDPs) using the value iteration algorithm to a 2D real time computer game. We also introduce a new stopping criterion for value iteration, which has been designed for use in computer games and we discuss results from experiments conducted on the MDPs AI engine. This paper also outlines conclusions about how successful MDPs are in relation to a real computer game AI engine and how useful they might be to computer games developers.
    • Artificial intelligence and the UK construction industry – empirical study

      Jallow, Haddy; Renukappa, Suresh; Suresh, Subashini; Rahimian, Farzad (Taylor & Francis, 2022-12-15)
      There is a lack of research on the use of Artificial Intelligence (AI) within the construction sector in the UK. Therefore, this research seeks to explore AI uses and its benefits on the UK construction industry. Given the new and unexplored nature of the research problem, a qualitative case study research methodology was adopted. Construction projects, which have adopted some of the AI forms all around the UK, are investigated extracting the use of the technology and how processes within the construction industry can benefit from the adoption of AI. Developing an AI system can benefit the construction industry in terms of the planning process, organisations have implemented AI systems to accomplish tasks such as tunnel inspections, safety hazard identifying and risk management. These implementations have proved to be successful and efficient improving production within the organisations. This paper highlights the key uses and benefits of AI based systems within the construction industry. The business model was developed based on current work practices with AI and without AI. It is concluded that the industry as a whole should enhance coordination and cooperation across the value chain and agree on common goals and standards for the adoption of AI.
    • Artificial intelligence to support publishing and peer review: A summary and review

      Kousha, Kayvan; Thelwall, Mike (Wiley, 2023-08-08)
      Technology is being developed to support the peer review processes of journals, conferences, funders, universities, and national research evaluations. This literature and software summary discusses the partial or complete automation of several publishing-related tasks: suggesting appropriate journals for an article, providing quality control for submitted papers, finding suitable reviewers for submitted papers or grant proposals, reviewing, and review evaluation. It also discusses attempts to estimate article quality from peer review text and scores as well as from post-publication scores but not from bibliometric data. The literature and existing examples of working technology show that automation is useful for helping to find reviewers and there is good evidence that it can sometimes help with initial quality control of submitted manuscripts. Much other software supporting publishing and editorial work exists and is being used, but without published academic evaluations of its efficacy. The value of artificial intelligence (AI) to support reviewing has not been clearly demonstrated yet, however. Finally, whilst peer review text and scores can theoretically have value for post-publication research assessment, it is not yet widely enough available to be a practical evidence source for systematic automation.
    • E-AI an emotion architecture for agents in games & virtual worlds

      Moreton, Robert; Buckley, Kevan; Bridges, A.; Slater, Stuart (University of Wolverhampton, 2010)
      Characters in games and virtual worlds continue to gain improvements in both their visual appearance and more human-like behaviours with each successive generation of hardware. One area that seemingly would need to be addressed if this evolution in human-like characters is to continue is in the area of characters with emotions. To begin addressing this, the thesis focuses on answering the question “Can an emotional architecture be developed for characters in games and virtual worlds, that is built upon a foundation of formal psychology? Therefore a primary goal of the research was to both review and consolidate a range of background material based on the psychology of emotions to provide a cohesive foundation on which to base any subsequent work. Once this review was completed, a range of supplemental material was investigated including computational models of emotions, current implementations of emotions in games and virtual worlds, machine learning techniques suitable for implementing aspects of emotions in characters in virtual world, believability and the role of emotions, and finally a discussion of interactive characters in the form of chat bots and non-player characters. With these reviews completed, a synthesis of the research resulted in the defining of an emotion architecture for use with pre-existing agent behaviour systems, and a range of evaluation techniques applicable to agents with emotions. To support validation of the proposed architecture three case studies were conducted that involved applying the architecture to three very different software platforms featuring agents. The first was applying the architecture to combat bots in Quake 3, the second to a chat bot in the virtual world Second Life, and the third was to a web chat bot used for e-commerce, specifically dealing with question and answers about the companies services. The three case studies were supported with several small pilot evaluations that were intended to look at different aspects of the implemented architecture including; (1) Whether or not users noticed the emotional enhancements. Which in the two small pilot studies conducted, highlighted that the addition of emotions to characters seemed to affect the user experience when the encounter was more interactive such as in the Second Life implementation. Where the interaction occurred in a combat situation with enemies with short life spans, the user experience seemed to be greatly reduced. (2) An evaluation was conducted on how the combat effectiveness of combat bots was affected by the addition of emotions, and in this pilot study it was found that the combat effectiveness was not quite statistically reduced, even when the bots were running away when afraid, or attacking when angry even if close to death. In summary, an architecture grounded in formal psychology is presented that is suitable for interactive characters in games and virtual worlds, but not perhaps ideal for applications where user interaction is brief such as in fast paced combat situations. This architecture has been partially validated through three case studies and includes suggestions for further work especially in the mapping of secondary emotions, the emotional significance of conversations, and the need to conduct further evaluations based on the pilot studies.
    • Encoding sound by polynomial interpolation for intelligent dynamic music in computer games

      Burley, M.A.; Gough, Norman; Mehdi, Qasim; Natkin, Stephane (University of Wolverhampton, School of Computing and Information Technology, 2004)
      Current research in computer music composition almost exclusively involves the manipulation of music stored as MIDI data. While this allows direct access to the structure of music, it creates limitations in realism for the end result of such techniques. This paper describes a method designed to represent music in a form that facilitates the use of existing processing techniques while conserving the ‘real-world’ attributes of music recorded in PCM format giving computergame developers a facility for the production of variations on a pre-recorded theme, whatever the original source. Experimental results are presented to demonstrate that polynomial interpolation is a viable technique.
    • Generative BIM workspace for AEC conceptual design automation: prototype development

      Abrishami, S; Goulding, J; Rahimian, F (Emerald, 2020-07-10)
      Purpose: The integration and automation of the whole design and implementation process have become a pivotal factor in construction projects. Problems of process integration, particularly at the conceptual design stage, often manifest through a number of significant areas, from design representation, cognition and translation to process fragmentation and loss of design integrity. Whilst building information modelling (BIM) applications can be used to support design automation, particularly through the modelling, amendment and management stages, they do not explicitly provide whole design integration. This is a significant challenge. However, advances in generative design now offer significant potential for enhancing the design experience to mitigate this challenge. Design/methodology/approach: The approach outlined in this paper specifically addresses BIM deficiencies at the conceptual design stage, where the core drivers and indicators of BIM and generative design are identified and mapped into a generative BIM (G-BIM) framework and subsequently embedded into a G-BIM prototype. This actively engages generative design methods into a single dynamic BIM environment to support the early conceptual design process. The developed prototype followed the CIFE “horseshoe” methodology of aligning theoretical research with scientific methods to procure architecture, construction and engineering (AEC)-based solutions. This G-BIM prototype was also tested and validated through a focus group workshop engaging five AEC domain experts. Findings: The G-BIM prototype presents a valuable set of rubrics to support the conceptual design stage using generative design. It benefits from the advanced features of BIM tools in relation to illustration and collaboration (coupled with BIM's parametric change management features). Research limitations/implications: This prototype has been evaluated through multiple projects and scenarios. However, additional test data is needed to further improve system veracity using conventional and non-standard real-life design settings (and contexts). This will be reported in later works. Originality/value: Originality and value rest with addressing the shortcomings of previous research on automation during the design process. It also addresses novel computational issues relating to the implementation of generative design systems, where, for example, instead of engaging static and formal description of the domain concepts, G-BIM actively enhances the applicability of BIM during the early design stages to generate optimised (and more purposeful) design solutions.
    • Using value iteration to solve sequential decision problems in games

      Hartley, Thomas; Mehdi, Qasim; Gough, Norman (University of Wolverhampton, School of Computing and Information Technology, 2004)
      Solving sequential decision problems in computer games, such as non-player character (NPC) navigation, can be quite a complex task. Current games tend to rely on scripts and finite state machines (FSM) to control AI opponents. These approaches however have shortcomings; as a result academic AI techniques may be a more desirable solution to solve these types of problems. This paper describes the process of applying the value iteration algorithm to an AI engine, which can be applied to a computer game. We also introduce a new stopping criterion called game value iteration, which has been designed for use in 2D real time computer games and we discuss results from experiments conducted on the AI engine. We also outline our conclusions which state that the value iteration and the newly introduced game value iteration algorithms can be successfully applied to intelligent NPC behaviour in computer games; however there are certain problems, such as execution speed, which need to be addressed when dealing with real time games.