2 resultados para professional language games
em AMS Tesi di Laurea - Alm@DL - Università di Bologna
Resumo:
While the use of distributed intelligence has been incrementally spreading in the design of a great number of intelligent systems, the field of Artificial Intelligence in Real Time Strategy games has remained mostly a centralized environment. Despite turn-based games have attained AIs of world-class level, the fast paced nature of RTS games has proven to be a significant obstacle to the quality of its AIs. Chapter 1 introduces RTS games describing their characteristics, mechanics and elements. Chapter 2 introduces Multi-Agent Systems and the use of the Beliefs-Desires-Intentions abstraction, analysing the possibilities given by self-computing properties. In Chapter 3 the current state of AI development in RTS games is analyzed highlighting the struggles of the gaming industry to produce valuable. The focus on improving multiplayer experience has impacted gravely on the quality of the AIs thus leaving them with serious flaws that impair their ability to challenge and entertain players. Chapter 4 explores different aspects of AI development for RTS, evaluating the potential strengths and weaknesses of an agent-based approach and analysing which aspects can benefit the most against centralized AIs. Chapter 5 describes a generic agent-based framework for RTS games where every game entity becomes an agent, each of which having its own knowledge and set of goals. Different aspects of the game, like economy, exploration and warfare are also analysed, and some agent-based solutions are outlined. The possible exploitation of self-computing properties to efficiently organize the agents activity is then inspected. Chapter 6 presents the design and implementation of an AI for an existing Open Source game in beta development stage: 0 a.d., an historical RTS game on ancient warfare which features a modern graphical engine and evolved mechanics. The entities in the conceptual framework are implemented in a new agent-based platform seamlessly nested inside the existing game engine, called ABot, widely described in Chapters 7, 8 and 9. Chapter 10 and 11 include the design and realization of a new agent based language useful for defining behavioural modules for the agents in ABot, paving the way for a wider spectrum of contributors. Chapter 12 concludes the work analysing the outcome of tests meant to evaluate strategies, realism and pure performance, finally drawing conclusions and future works in Chapter 13.
Resumo:
The main aim of this study is to provide a description of the phenomenon defined as Child Language Brokering (CLB), a common practice among language minority communities but which has received less attention in the academic literature. As the children of immigrants often learn the host language much more quickly than their parents, they contribute to family life by acting as language and cultural mediators between a family members and different language speakers. Many immigrant families prefer a language broker from within their own family to an external mediator or interpreter, even though there is a well-found resistance to the use of these young interpreters by professionals. In this study I report some findings from surveys of teachers in schools in Ravenna where there has been some use of students as CLBs and of students who have acted or are still acting as mediators for their families in different contexts, not only while at school. This dissertation is divided into five chapters. Chapter one aims at providing an overview of recent migration to Italy and of the differences between first-generation immigrants and second-generation immigrants. The chapter also discusses the available professional interpreting facilities provided by the municipality of Ravenna. Chapter two presents an overview of the literature on child language brokering. Chapter three provides a description of the methodology used in order to analyze the data collected. Chapter four contains a detailed analysis of the questionnaires administered to the students and the interviews submitted to the teachers in four schools in Ravenna. Chapter five focuses on the studies carried out by the researchers of the Thomas Coram Research Unit and University College London and draws a general comparison between their findings from on-line surveys of teachers in schools and my own findings on teachers’ points of view. The results of this study demonstrate that CLB is a common practice among immigrant children living in Ravenna and, although almost all students reported positive appreciation, further work is still needed to assess the impact of this phenomenon.