Raúl G. Roa Gómez
Lead Software Architect
Full Stack Developer (10+ years)
C/C++, Python, Rust, MCP, MCAD and MCSD
2D/3D Game Developer (5+ years)
C/C++, UnrealScript, Lua, GLSL, HLSL, Unreal Engine, Unity
Adjunct Lecturer PUCMM (RSTA, STI) (7 years)
Software Engineering, Programming, Data Structures
DCGames (2003 ― 2005)
Game performance metrics for CS 1.6, Unreal Tournament, Quake 3 and Warcraft: Frozen Throne. Biggest video game related site in the Caribbean. Subsequently acquired by Verizon in 2005.
any device that perceives its environment and takes actions that maximize its chance of success at some goal.
Russell & Norvig (2003)
To be clear, machine-learning (ML) is one example of Artificial Intelligence (A.I.) It is a statistical and data-driven approach to creating A.I.
In video games, artificial intelligence is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs), similar to human-like intelligence.
Wikipedia (2017)
the hypothesized relationship between the degree of an object's resemblance to a human being and the emotional response to such an object
MacDorman, K. F.; Chattopadhyay, D. (2016)
The technical implementation is called: finite state machine.
Games tend to use algorithmic solutions to gimmick human-like behavior.
You want stuff to look somewhat realistic, but not to real, nor to hard.
is an area of machine learning inspired by behaviorist psychology, concerned with how software agents ought to take actions in an environment so as to maximize some notion of cumulative reward.
van Otterlo, M.; Wiering, M. (2012)
provide a mathematical framework for modeling decision making in situations where outcomes are partly random and partly under the control of a decision maker.
Bellman, R. (1957)
Q-learning is a technique that evaluates which action to take based on an action-value function that determines the value of being in a certain state and taking a certain action at that state.
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