ºÝºÝߣshows by User: matthieumacret / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: matthieumacret / Fri, 11 Oct 2013 19:29:44 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: matthieumacret Generating virtual agents in multi-agents systems environments https://fr.slideshare.net/slideshow/impact-27115402/27115402 impact-131011192944-phpapp01
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Fri, 11 Oct 2013 19:29:44 GMT https://fr.slideshare.net/slideshow/impact-27115402/27115402 matthieumacret@slideshare.net(matthieumacret) Generating virtual agents in multi-agents systems environments matthieumacret <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/impact-131011192944-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
from Matthieu Macret
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Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strategy Computer Games? /slideshow/can-a-paperbased-sketching-interface-improve-the-gamer-experience-in-strategy-computer-games/27115266 freepadslides-131011192126-phpapp02
The field of sketching interface design in regards to video game is relatively young and has not been investigated in great depth. Freepad is a custom paper-based MIDI musical interface. We describe an extension to Freepad that supports user customization for real time strategy games. Using only a webcam, a pen and a sheet of paper, players can design their own interface by drawing shapes and linking them to simple or complex actions in the game. In an user study, we use this extended Freepad to explore the potential of sketching interfaces in strategy video games. Our results indicate that using Freepad improves the efficiency of players and their enjoyment in this kind of games.]]>

The field of sketching interface design in regards to video game is relatively young and has not been investigated in great depth. Freepad is a custom paper-based MIDI musical interface. We describe an extension to Freepad that supports user customization for real time strategy games. Using only a webcam, a pen and a sheet of paper, players can design their own interface by drawing shapes and linking them to simple or complex actions in the game. In an user study, we use this extended Freepad to explore the potential of sketching interfaces in strategy video games. Our results indicate that using Freepad improves the efficiency of players and their enjoyment in this kind of games.]]>
Fri, 11 Oct 2013 19:21:26 GMT /slideshow/can-a-paperbased-sketching-interface-improve-the-gamer-experience-in-strategy-computer-games/27115266 matthieumacret@slideshare.net(matthieumacret) Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strategy Computer Games? matthieumacret The field of sketching interface design in regards to video game is relatively young and has not been investigated in great depth. Freepad is a custom paper-based MIDI musical interface. We describe an extension to Freepad that supports user customization for real time strategy games. Using only a webcam, a pen and a sheet of paper, players can design their own interface by drawing shapes and linking them to simple or complex actions in the game. In an user study, we use this extended Freepad to explore the potential of sketching interfaces in strategy video games. Our results indicate that using Freepad improves the efficiency of players and their enjoyment in this kind of games. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/freepadslides-131011192126-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The field of sketching interface design in regards to video game is relatively young and has not been investigated in great depth. Freepad is a custom paper-based MIDI musical interface. We describe an extension to Freepad that supports user customization for real time strategy games. Using only a webcam, a pen and a sheet of paper, players can design their own interface by drawing shapes and linking them to simple or complex actions in the game. In an user study, we use this extended Freepad to explore the potential of sketching interfaces in strategy video games. Our results indicate that using Freepad improves the efficiency of players and their enjoyment in this kind of games.
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strategy Computer Games? from Matthieu Macret
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Automatic Tuning of the OP-1 Synthesizer Using a Multi-objective Genetic Algorithm /slideshow/thesis-defense-27115161/27115161 thesisdefense-131011191522-phpapp02
Calibrating a sound synthesizer to replicate or approximate a given target sound is a complex and time consuming task for musicians and sound designers. In the case of the OP1, a commercial synthesizer developed by Teenage Engineering, the difficulty is multiple. The OP-1 contains several synthesis engines, effects and low frequency oscillators, which make the parameters search space very large and discontinuous. Furthermore, interactions between parameters are common and the OP-1 is not fully deterministic. We address the problem of automatically calibrating the parameters of the OP-1 to approximate a given target sound. We propose and evaluate a solution to this problem using a multi-objective Non-dominated-Sorting-Genetic-Algorithm-II. We show that our approach makes it possible to handle the problem complexity, and returns a small set of presets that best approximate the target sound while covering the Pareto front of this multi-objective optimization problem. ]]>

Calibrating a sound synthesizer to replicate or approximate a given target sound is a complex and time consuming task for musicians and sound designers. In the case of the OP1, a commercial synthesizer developed by Teenage Engineering, the difficulty is multiple. The OP-1 contains several synthesis engines, effects and low frequency oscillators, which make the parameters search space very large and discontinuous. Furthermore, interactions between parameters are common and the OP-1 is not fully deterministic. We address the problem of automatically calibrating the parameters of the OP-1 to approximate a given target sound. We propose and evaluate a solution to this problem using a multi-objective Non-dominated-Sorting-Genetic-Algorithm-II. We show that our approach makes it possible to handle the problem complexity, and returns a small set of presets that best approximate the target sound while covering the Pareto front of this multi-objective optimization problem. ]]>
Fri, 11 Oct 2013 19:15:21 GMT /slideshow/thesis-defense-27115161/27115161 matthieumacret@slideshare.net(matthieumacret) Automatic Tuning of the OP-1 Synthesizer Using a Multi-objective Genetic Algorithm matthieumacret Calibrating a sound synthesizer to replicate or approximate a given target sound is a complex and time consuming task for musicians and sound designers. In the case of the OP1, a commercial synthesizer developed by Teenage Engineering, the difficulty is multiple. The OP-1 contains several synthesis engines, effects and low frequency oscillators, which make the parameters search space very large and discontinuous. Furthermore, interactions between parameters are common and the OP-1 is not fully deterministic. We address the problem of automatically calibrating the parameters of the OP-1 to approximate a given target sound. We propose and evaluate a solution to this problem using a multi-objective Non-dominated-Sorting-Genetic-Algorithm-II. We show that our approach makes it possible to handle the problem complexity, and returns a small set of presets that best approximate the target sound while covering the Pareto front of this multi-objective optimization problem. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/thesisdefense-131011191522-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Calibrating a sound synthesizer to replicate or approximate a given target sound is a complex and time consuming task for musicians and sound designers. In the case of the OP1, a commercial synthesizer developed by Teenage Engineering, the difficulty is multiple. The OP-1 contains several synthesis engines, effects and low frequency oscillators, which make the parameters search space very large and discontinuous. Furthermore, interactions between parameters are common and the OP-1 is not fully deterministic. We address the problem of automatically calibrating the parameters of the OP-1 to approximate a given target sound. We propose and evaluate a solution to this problem using a multi-objective Non-dominated-Sorting-Genetic-Algorithm-II. We show that our approach makes it possible to handle the problem complexity, and returns a small set of presets that best approximate the target sound while covering the Pareto front of this multi-objective optimization problem.
Automatic Tuning of the OP-1 Synthesizer Using a Multi-objective Genetic Algorithm from Matthieu Macret
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Automatic Calibration of Modified FM Synthesis to Harmonic Sounds using Genetic Algorithms /matthieumacret/smc2012 smc2012-131011190546-phpapp01
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Fri, 11 Oct 2013 19:05:46 GMT /matthieumacret/smc2012 matthieumacret@slideshare.net(matthieumacret) Automatic Calibration of Modified FM Synthesis to Harmonic Sounds using Genetic Algorithms matthieumacret <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/smc2012-131011190546-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Automatic Calibration of Modified FM Synthesis to Harmonic Sounds using Genetic Algorithms from Matthieu Macret
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Evolving Build Orders in Starcraft /slideshow/evolve-bo-27114765/27114765 evolvebo-131011184856-phpapp02
As did board games like Chess in the past, real-time strategy games are becoming popular test applications for real-time AI research. In this paper we approach the real-time planning problem by considering build-order optimization in real-time strategy games. This problem class can be formulated as a resource accumulation and allocation problem where an agent has to decide which objects to produce at what time in order to meet one of several goals: either maximizing the number of produced objects in a given time period or producing a certain number of objects as fast as possible. We propose a system using genetic programming which optimizes build orders in the commercial real time strategy game Starcraft©.]]>

As did board games like Chess in the past, real-time strategy games are becoming popular test applications for real-time AI research. In this paper we approach the real-time planning problem by considering build-order optimization in real-time strategy games. This problem class can be formulated as a resource accumulation and allocation problem where an agent has to decide which objects to produce at what time in order to meet one of several goals: either maximizing the number of produced objects in a given time period or producing a certain number of objects as fast as possible. We propose a system using genetic programming which optimizes build orders in the commercial real time strategy game Starcraft©.]]>
Fri, 11 Oct 2013 18:48:55 GMT /slideshow/evolve-bo-27114765/27114765 matthieumacret@slideshare.net(matthieumacret) Evolving Build Orders in Starcraft matthieumacret As did board games like Chess in the past, real-time strategy games are becoming popular test applications for real-time AI research. In this paper we approach the real-time planning problem by considering build-order optimization in real-time strategy games. This problem class can be formulated as a resource accumulation and allocation problem where an agent has to decide which objects to produce at what time in order to meet one of several goals: either maximizing the number of produced objects in a given time period or producing a certain number of objects as fast as possible. We propose a system using genetic programming which optimizes build orders in the commercial real time strategy game Starcraft©. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/evolvebo-131011184856-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> As did board games like Chess in the past, real-time strategy games are becoming popular test applications for real-time AI research. In this paper we approach the real-time planning problem by considering build-order optimization in real-time strategy games. This problem class can be formulated as a resource accumulation and allocation problem where an agent has to decide which objects to produce at what time in order to meet one of several goals: either maximizing the number of produced objects in a given time period or producing a certain number of objects as fast as possible. We propose a system using genetic programming which optimizes build orders in the commercial real time strategy game Starcraft©.
Evolving Build Orders in Starcraft from Matthieu Macret
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