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EMO - A Computational Emotional State Module : Emotions and their influence on the behaviour of autonomous agentsEsbjörnsson, Jimmy January 2007 (has links)
Artificial intelligence (AI) is already a fundamental component of computer games. In this context is emotions a growing part in simulating real life. The proposed emotional state module, provides a way for the game agents to select an action in real-time virtual environments. The modules function has been tested with the open-source strategy game ORTS. This thesis proposes a new approach for the design of an interacting network, similar to a spreading activation system, of emotional states that keeps track of emotion intensities changing and interacting over time. The network of emotions can represent any number of persisting states, such as moods, emotions and drives. Any emotional signal can affect every state positively or negatively. The states' response to emotional signals are influenced by the other states represented in the network. The network is contained within an emotional state module. This interactions between emotions are not the focus of much research, neither is the representation model. The focus tend to be on the mechanisms eliciting emotions and on how to express the emotions.
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The study of Taiwan's biotechnology and pharmaceutical competitive advantage.Lin, Yon-yu 06 July 2004 (has links)
Due to entrance of WTO and performance of cGMP, Taiwan¡¦s biotechnology and pharmaceutical industries has met with more challenge¡Bimpact and pressure that let enterprise must reflect the marketing concept rests on four pillars¡Gtarget market, customer needs, integrated marketing, and organizational objectives( profitability) that reflect completely and restructure the strategic marketing according to innovative rethinking and develop into vision and strategic target of enterprise.
The high-performance of business competitive advantage is focused on delivering customer value and satisfaction. Given the importance of customer value and satisfaction, we need to discuss the concepts of a value chain and value-delivery systems. Every firm is a collection of activities that are performed to design¡Bproduce¡Bmarket¡Bdeliver¡Band support its product. The firm¡¦s task is to examine the value chain and look for ways to improve its cost and performance in each value-creating activity. The firm should estimate its competitor¡¦s cost and performance as benchmarks against which to compare its own cost and performance. To the extent that it can perform certain activities better than its competitors, it can achieve a business competitive advantage. Strong companies develop superior capabilities in managing these core competences.
According to current healthy policy of Taiwan¡¦s government and promotional projects of developing biotechnology and pharmaceutical industries, enterprise need to reflect and evaluate the core competence and focus on firm¡¦s resources. Enterprise need to find out and decide the strategic positioning and then fit with government¡¦s policy. How to combine about the low cost operation of business strategy and high profit of innovative strategy that develop and restructure the new business model that achieve the business competitive advantage.
This study will explore meantime that Taiwan¡¦s biotechnology and pharmaceutical firms desire for reaching competitive advantage and occupying the market quickly, the firms should think that saving resources¡Brestructuring business model¡Bmanaging risk¡Banalyzing critical success factors¡Boperating the strategy of alliance and co-marketing are necessary.
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The Business Competitive Advantage and the Structure of Innovation Business Model on Taiwan Biotechnology and Pharmaceutical IndustriesCheng, Kuang-Chuan 15 July 2003 (has links)
Keywords¡GBiotechnology, Business Competitive Advantage, Innovation Business Model, Strategic Marketing, Marketing Concept Rests on Four Pillars, Porter¡¦s Competitive Forces Model, Value-chain Model, Resources Advantage Orientation, Resources-Based Theory( view) , Core Competence, Customer Relation Management, Strategy Game
Due to entrance of WTO and performance of cGMP, Taiwan¡¦s biotechnology and pharmaceutical industries has met with more challenge¡Bimpact and pressure that let enterprise must reflect the marketing concept rests on four pillars¡Gtarget market, customer needs, integrated marketing, and organizational objectives( profitability) that reflect completely and restructure the strategic marketing according to innovative rethinking and develop into vision and strategic target of enterprise.
The high-performance of business competitive advantage is focused on delivering customer value and satisfaction. Given the importance of customer value and satisfaction, we need to discuss the concepts of a value chain and value-delivery systems. Every firm is a collection of activities that are performed to design¡Bproduce¡Bmarket¡Bdeliver¡Band support its product. The firm¡¦s task is to examine the value chain and look for ways to improve its cost and performance in each value-creating activity. The firm should estimate its competitor¡¦s cost and performance as benchmarks against which to compare its own cost and performance. To the extent that it can perform certain activities better than its competitors, it can achieve a business competitive advantage. Strong companies develop superior capabilities in managing these core competences.
According to current healthy policy of Taiwan¡¦s government and promotional projects of developing biotechnology and pharmaceutical industries, enterprise need to reflect and evaluate the core competence and focus on firm¡¦s resources. Enterprise need to find out and decide the strategic positioning and then fit with government¡¦s policy. How to combine about the low cost operation of business strategy and high profit of innovative strategy that develop and restructure the new business model that achieve the business competitive advantage.
This study will explore meantime that Taiwan¡¦s biotechnology and pharmaceutical firms desire for reaching competitive advantage and occupying the market quickly, the firms should think that saving resources¡Brestructuring business model¡Bmanaging risk¡Banalyzing critical success factors¡Boperating the strategy of alliance and co-marketing are necessary.
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Redukce strategických her na jejich Best-Response ekvivalenty / Reduction of Strategic Games to their Best-Response EquivalentsGodula, Martin January 2011 (has links)
The main goal of this masther thesis is design and implementation of library for reduction of strategy profiles of strategy games in normal form. Logics of library functionality will be based on suitable heuristics founded on methods of iterative elimination of dominated strategies and FDDS. Functionality of resultant library will be demonstrated on convenient problems.
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Zobrazování komplexních scén na mobilních zařízeních / Complex Scene Rendering on Mobile DevicesMatýšek, Michal January 2015 (has links)
This thesis presents optimization techniques for efficient rendering of complex scenes on mobile devices. The introductory part of the text describes Unity game engine and the topic of mobile game development using this tool. Then follows a presentation of important optimization principles and methods for terrain rendering, large scale rendering of animated objects, rendering of animated water surfaces and of other elements in the scenes. The described methods include both general principles of optimization and specific optimization approaches based on the features of Unity game engine. The implementation of presented methods is described and used in practice in the context of mobile strategy game development.
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Model strategického rozhodování ve vícehráčové hře s prvky kooperativního chování / Model of Strategic Decision-Making in a Multi-Player Game with Aspects of CooperationStraka, Richard January 2013 (has links)
This work concentrates on the study of mathematical models of human behaviour in dynamic games; in particular games with aspects of cooperation, implementation of a model and experimentation with the model. The game DarkElf was chosen for this project. It is a strategic, turn based game with economic and military features, where the decisions made by players are simultaneously implemented at a predetermined time.
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Validation of the recognition-primed decision model and the roles of common-sense strategies in an adversarial environmentSoh, Boon Kee 24 April 2007 (has links)
This dissertation set out to understand the decision processes used by decision makers in adversarial environment by setting up an adversarial decision making microworld, as an experimental platform, using a real time strategy (RTS) game called Rise of Nations (RON). The specific objectives of this dissertation were:
1.Contribute to the validation of recognition-primed decision (RPD) model in a simulated adversarial environment;
2.Explore the roles of common-sense strategies in decision making in the adversarial environment; and
3.Test the effectiveness of training recommendations based on the RPD model.
Three related experimental studies were setup to investigate each of the objectives. Study 1 found that RPD model was partly valid where RPD processes were prevalently used but other decision processes were also important in an adversarial environment. A new decision model (ConPAD model) was proposed to capture the nature of decision making in the adversarial environment. It was also found that cognitive abilities might have some effects on the types of decision processes used by the decision makers.
Study 2 found that common-sense strategies were prevalent in the adversarial environment where the participants were able to use all but one of the warfare related strategies extracted from literature without teaching them. The strategy familiarization training was not found to significantly improve decision making but showed that common-sense strategies were prevalent and simple familiarization training was not sufficient to produce differences in strategy usage and performances from the novice participants. Study 3 also found that RPD based training (cue-recognition and decision skill training) were not significant in producing better performance although subjective feedback found such training to be useful. However, the participants with RPD based training conditions were able to perform on the same level as the expert participants bridging the gap between novices and experts.
Based on the findings, it was recommended that decision training should involve not just RPD based training, but comparisons of attributes as well. A more interactive training combining common-sense strategies, cue-recognition and decision skill training might be more useful. More theoretical experimentation would be required to validate the new decision model proposed in this dissertation. / Ph. D.
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