15 results on '"Chaimowicz, Luiz"'
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2. A Missing Data Imputation GAN for Character Sprite Generation
- Author
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Coutinho, Flávio and Chaimowicz, Luiz
- Subjects
Computer Science - Computer Vision and Pattern Recognition ,Computer Science - Artificial Intelligence ,Computer Science - Graphics - Abstract
Creating and updating pixel art character sprites with many frames spanning different animations and poses takes time and can quickly become repetitive. However, that can be partially automated to allow artists to focus on more creative tasks. In this work, we concentrate on creating pixel art character sprites in a target pose from images of them facing other three directions. We present a novel approach to character generation by framing the problem as a missing data imputation task. Our proposed generative adversarial networks model receives the images of a character in all available domains and produces the image of the missing pose. We evaluated our approach in the scenarios with one, two, and three missing images, achieving similar or better results to the state-of-the-art when more images are available. We also evaluate the impact of the proposed changes to the base architecture., Comment: Published in SBGames 2024
- Published
- 2024
3. Communication-Constrained Multi-Robot Exploration with Intermittent Rendezvous
- Author
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da Silva, Alysson Ribeiro, Chaimowicz, Luiz, Silva, Thales Costa, and Hsieh, Ani
- Subjects
Computer Science - Robotics ,Computer Science - Multiagent Systems - Abstract
Communication constraints can significantly impact robots' ability to share information, coordinate their movements, and synchronize their actions, thus limiting coordination in Multi-Robot Exploration (MRE) applications. In this work, we address these challenges by modeling the MRE application as a DEC-POMDP and designing a joint policy that follows a rendezvous plan. This policy allows robots to explore unknown environments while intermittently sharing maps opportunistically or at rendezvous locations without being constrained by joint path optimizations. To generate the rendezvous plan, robots represent the MRE task as an instance of the Job Shop Scheduling Problem (JSSP) and minimize JSSP metrics. They aim to reduce waiting times and increase connectivity, which correlates to the DEC-POMDP rewards and time to complete the task. Our simulation results suggest that our method is more efficient than using relays or maintaining intermittent communication with a base station, being a suitable approach for Multi-Robot Exploration. We developed a proof-of-concept using the Robot Operating System (ROS) that is available at: https://github.com/multirobotplayground/ROS-Noetic-Multi-robot-Sandbox., Comment: 7 pages, 12 figures, 1 table, video: https://youtu.be/EuVbCoyjuIY
- Published
- 2023
4. Analysis and Compilation of Normal Map Generation Techniques for Pixel Art
- Author
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Moreira, Rodrigo D., Coutinho, Flávio, and Chaimowicz, Luiz
- Subjects
Computer Science - Graphics - Abstract
Pixel art is a popular artistic style adopted in the gaming industry, and nowadays, it is often accompanied by modern rendering techniques. One example is dynamic lighting for the game sprites, for which normal mapping defines how the light interacts with the material represented by each pixel. Although there are different methods to generate normal maps for 3D games, applying them for pixel art may not yield correct results due to the style specificities. Therefore, this work compiles different normal map generation methods and study their applicability for pixel art, reducing the scarcity of existing material on the techniques and contributing to a qualitative analysis of the behavior of these methods in different case studies., Comment: Published in SBGames 2022
- Published
- 2022
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5. Generating Pixel Art Character Sprites using GANs
- Author
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Coutinho, Flávio and Chaimowicz, Luiz
- Subjects
Computer Science - Graphics ,Computer Science - Artificial Intelligence ,Computer Science - Computer Vision and Pattern Recognition - Abstract
Iterating on creating pixel art character sprite sheets is essential to the game development process. However, it can take a lot of effort until the final versions containing different poses and animation clips are achieved. This paper investigates using conditional generative adversarial networks to aid the designers in creating such sprite sheets. We propose an architecture based on Pix2Pix to generate images of characters facing a target side (e.g., right) given sprites of them in a source pose (e.g., front). Experiments with small pixel art datasets yielded promising results, resulting in models with varying degrees of generalization, sometimes capable of generating images very close to the ground truth. We analyze the results through visual inspection and quantitatively with FID., Comment: This article has been submitted to SBGames 2022
- Published
- 2022
6. Chemistry-Inspired Pattern Formation with Robotic Swarms
- Author
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Rezeck, Paulo and Chaimowicz, Luiz
- Subjects
Computer Science - Robotics - Abstract
Self-organized emergent patterns can be widely seen in particle interactions producing complex structures such as chemical elements and molecules. Inspired by these interactions, this work presents a novel stochastic approach that allows a swarm of heterogeneous robots to create emergent patterns in a completely decentralized fashion and relying only on local information. Our approach consists of modeling the swarm configuration as a dynamic Gibbs Random Field (GRF) and setting constraints on the neighborhood system inspired by chemistry rules that dictate binding polarity between particles. Using the GRF model, we determine velocities for each robot, resulting in behaviors that lead to the creation of patterns or shapes. Simulated experiments show the versatility of the approach in producing a variety of patterns, and experiments with a group of physical robots show the feasibility in potential applications., Comment: Submitted to IEEE RA-L/IROS 2022
- Published
- 2022
- Full Text
- View/download PDF
7. HeRo 2.0: A Low-Cost Robot for Swarm Robotics Research
- Author
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Rezeck, Paulo, Azpurua, Hector, Correa, Mauricio FS, and Chaimowicz, Luiz
- Subjects
Computer Science - Robotics ,Computer Science - Artificial Intelligence ,Computer Science - Multiagent Systems - Abstract
The current state of electronic component miniaturization coupled with the increasing efficiency in hardware and software allow the development of smaller and compact robotic systems. The convenience of using these small, simple, yet capable robots has gathered the research community's attention towards practical applications of swarm robotics. This paper presents the design of a novel platform for swarm robotics applications that is low cost, easy to assemble using off-the-shelf components, and deeply integrated with the most used robotic framework available today: ROS (Robot Operating System). The robotic platform is entirely open, composed of a 3D printed body and open-source software. We describe its architecture, present its main features, and evaluate its functionalities executing experiments using a couple of robots. Results demonstrate that the proposed mobile robot is very effective given its small size and reduced cost, being suitable for swarm robotics research and education., Comment: Submitted to Autonomous Robots - S.I. 208: Robot Swarms in the Real World: from Design to Deployment
- Published
- 2022
8. Cooperative Object Transportation using Gibbs Random Fields
- Author
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Rezeck, Paulo, Assunção, Renato M., and Chaimowicz, Luiz
- Subjects
Computer Science - Robotics ,Computer Science - Multiagent Systems - Abstract
This paper presents a novel methodology that allows a swarm of robots to perform a cooperative transportation task. Our approach consists of modeling the swarm as a {\em Gibbs Random Field} (GRF), taking advantage of this framework's locality properties. By setting appropriate potential functions, robots can dynamically navigate, form groups, and perform cooperative transportation in a completely decentralized fashion. Moreover, these behaviors emerge from the local interactions without the need for explicit communication or coordination. To evaluate our methodology, we perform a series of simulations and proof-of-concept experiments in different scenarios. Our results show that the method is scalable, adaptable, and robust to failures and changes in the environment., Comment: 8 pages, 9 figures, accepted by IROS 2021
- Published
- 2021
9. On the impact of MDP design for Reinforcement Learning agents in Resource Management
- Author
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Cunha, Renato Luiz de Freitas and Chaimowicz, Luiz
- Subjects
Computer Science - Artificial Intelligence - Abstract
The recent progress in Reinforcement Learning applications to Resource Management presents MDPs without a deeper analysis of the impacts of design decisions on agent performance. In this paper, we compare and contrast four different MDP variations, discussing their computational requirements and impacts on agent performance by means of an empirical analysis. We conclude by showing that, in our experiments, when using Multi-Layer Perceptrons as approximation function, a compact state representation allows transfer of agents between environments, and that transferred agents have good performance and outperform specialized agents in 80\% of the tested scenarios, even without retraining., Comment: 15 pages, 6 figures. Accepted for publication at BRACIS 2021
- Published
- 2021
10. Prediction-Free, Real-Time Flexible Control of Tidal Lagoons through Proximal Policy Optimisation: A Case Study for the Swansea Lagoon
- Author
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Moreira, Túlio Marcondes, Faria Jr, Jackson Geraldo de, de Melo, Pedro O. S. Vaz, Chaimowicz, Luiz, and Medeiros-Ribeiro, Gilberto
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Computer Science - Machine Learning - Abstract
Tidal Range Structures (TRS) have been considered for large-scale electricity generation for their potential ability to produce reasonably predictable energy without the emission of greenhouse gases. Once the main forcing components for driving the tides have deterministic dynamics, the available energy in a given TRS has been estimated, through analytical and numerical optimisation routines, as a mostly predictable event. This constraint imposes state-of-art flexible operation methods to rely on tidal predictions to infer best operational strategies for TRS, with the additional cost of requiring to run optimisation routines for every new tide. In this paper, a Deep Reinforcement Learning approach (Proximal Policy Optimisation through Unity ML-Agents) is introduced to perform automatic operation of TRS. For validation, the performance of the proposed method is compared with six different operation optimisation approaches devised from the literature, utilising the Swansea Bay Tidal Lagoon as a case study. We show that our approach is successful in maximising energy generation through an optimised operational policy of turbines and sluices, yielding competitive results with state-of-art optimisation strategies, with the clear advantages of requiring training once and performing real-time automatic control of TRS with measured ocean data only., Comment: 35 pages, 13 figures and 11 tables
- Published
- 2021
11. Flocking-Segregative Swarming Behaviors using Gibbs Random Fields
- Author
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Rezeck, Paulo, Assuncao, Renato M., and Chaimowicz, Luiz
- Subjects
Computer Science - Robotics - Abstract
This paper presents a novel approach that allows a swarm of heterogeneous robots to produce simultaneously segregative and flocking behaviors using only local sensing. These behaviors have been widely studied in swarm robotics and their combination allows the execution of several complex tasks, ranging from surveillance and reconnaissance, to search and rescue, to transport, and to foraging. Although there are several works in the literature proposing different strategies to achieve these behaviors, to the best of our knowledge, this paper is the first to propose an algorithm that emerges simultaneously behaviors and do not rely on global information or communication. Our approach consists of modeling the swarm as a Gibbs Random Field (GRF) and using appropriate potential functions to reach segregation, cohesion and consensus on the velocity of the swarm. Simulations and proof-of-concept experiments using real robots are presented to evaluate the performance of our methodology in comparison to some of the state-of-the-art works that tackle segregative behaviors., Comment: 7 pages, 11 figures, accepted by ICRA 2021
- Published
- 2021
12. A Tutor Agent for MOBA Games
- Author
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Silva, Victor do Nascimento and Chaimowicz, Luiz
- Subjects
Computer Science - Artificial Intelligence ,Computer Science - Computers and Society - Abstract
Digital games have become a key player in the entertainment industry, attracting millions of new players each year. In spite of that, novice players may have a hard time when playing certain types of games, such as MOBAs and MMORPGs, due to their steep learning curves and not so friendly online communities. In this paper, we present an approach to help novice players in MOBA games overcome these problems. An artificial intelligence agent plays alongside the player analyzing his/her performance and giving tips about the game. Experiments performed with the game {\em League of Legends} show the potential of this approach.
- Published
- 2017
13. Dynamic Difficulty Adjustment on MOBA Games
- Author
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Silva, Mirna Paula, Silva, Victor do Nascimento, and Chaimowicz, Luiz
- Subjects
Computer Science - Artificial Intelligence ,Computer Science - Computers and Society - Abstract
This paper addresses the dynamic difficulty adjustment on MOBA games as a way to improve the player's entertainment. Although MOBA is currently one of the most played genres around the world, it is known as a game that offer less autonomy, more challenges and consequently more frustration. Due to these characteristics, the use of a mechanism that performs the difficulty balance dynamically seems to be an interesting alternative to minimize and/or avoid that players experience such frustrations. In this sense, this paper presents a dynamic difficulty adjustment mechanism for MOBA games. The main idea is to create a computer controlled opponent that adapts dynamically to the player performance, trying to offer to the player a better game experience. This is done by evaluating the performance of the player using a metric based on some game features and switching the difficulty of the opponent's artificial intelligence behavior accordingly. Quantitative and qualitative experiments were performed and the results showed that the system is capable of adapting dynamically to the opponent's skills. In spite of that, the qualitative experiments with users showed that the player's expertise has a greater influence on the perception of the difficulty level and dynamic adaptation., Comment: 103-123
- Published
- 2017
14. On the Development of Intelligent Agents for MOBA Games
- Author
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Silva, Victor do Nascimento and Chaimowicz, Luiz
- Subjects
Computer Science - Artificial Intelligence - Abstract
Multiplayer Online Battle Arena (MOBA) is one of the most played game genres nowadays. With the increasing growth of this genre, it becomes necessary to develop effective intelligent agents to play alongside or against human players. In this paper we address the problem of agent development for MOBA games. We implement a two-layered architecture agent that handles both navigation and game mechanics. This architecture relies on the use of Influence Maps, a widely used approach for tactical analysis. Several experiments were performed using {\em League of Legends} as a testbed, and show promising results in this highly dynamic real-time context.
- Published
- 2017
15. MOBA: a New Arena for Game AI
- Author
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Silva, Victor do Nascimento and Chaimowicz, Luiz
- Subjects
Computer Science - Artificial Intelligence - Abstract
Games have always been popular testbeds for Artificial Intelligence (AI). In the last decade, we have seen the rise of the Multiple Online Battle Arena (MOBA) games, which are the most played games nowadays. In spite of this, there are few works that explore MOBA as a testbed for AI Research. In this paper we present and discuss the main features and opportunities offered by MOBA games to Game AI Research. We describe the various challenges faced along the game and also propose a discrete model that can be used to better understand and explore the game. With this, we aim to encourage the use of MOBA as a novel research platform for Game AI.
- Published
- 2017
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