「AI」の版間の差分

提供:Socialakiba Wiki
ナビゲーションに移動 検索に移動
編集の要約なし
 
(同じ利用者による、間の8版が非表示)
1行目: 1行目:
* [https://ieeexplore.ieee.org/document/9613583 Automatic generation of behavior trees for the execution of robotic manipulation tasks]
[[Behavior Tree]]
* [https://arxiv.org/pdf/2302.12927 Robot Behavior-Tree-Based Task Generation with Large Language Models]
 
* [https://dl.acm.org/doi/10.1145/3610978.3640673 Learning Action Conditions for Automatic Behavior Tree Generation from Human Demonstrations]
* [https://dl.acm.org/doi/pdf/10.1145/3586183.3606763 Generative Agents: Interactive Simulacra of Human Behavior]
* [https://github.com/AIRLab-POLIMI/BTGenBot BTGenBot]
* [https://github.com/AIRLab-POLIMI/BTGenBot BTGenBot]
* [https://www.docomo.ne.jp/english/info/media_center/pr/2024/0116_01.html DOCOMO Develops World's First Technology Utilizing Generative AI to Automatically Generate Non-Player Characters in Metaverse]
* [https://www.docomo.ne.jp/english/info/media_center/pr/2024/0116_01.html DOCOMO Develops World's First Technology Utilizing Generative AI to Automatically Generate Non-Player Characters in Metaverse]
* [https://www.sciencedirect.com/science/article/pii/S0921889022000513?ref=pdf_download&fr=RR-2&rr=89dedcc9be0fe3ab A survey of Behavior Trees in robotics and AI]
* [https://historia.co.jp/archives/29055/ [UE5] ビヘイビアツリー(Behavior Tree)の使い方 入門編]
* [https://grail.com.pl/ Grail]
* [https://grail.com.pl/ Grail]
* [http://reports-archive.adm.cs.cmu.edu/anon/2017/abstracts/17-130.html Learning Player Behavior Models to Enable Cooperative Planning for Non-Player Character Stephen Chen]
* [https://repository.upenn.edu/entities/publication/4abf0e03-ed36-45de-9f40-5f7b2b673c24 Planning For Non-Player Characters By Learning From Demonstration Drake, John]
== ue5 ==
* [https://historia.co.jp/archives/29055/ ビヘイビアツリー(Behavior Tree)の使い方 入門編]
* [https://dev.epicgames.com/community/learning/tutorials/8OWY/unreal-engine-learning-agents-introduction Learning Agents Introduction]
* [https://dev.epicgames.com/community/learning/tutorials/qj2O/unreal-engine-learning-to-drive Learning to Drive]
* [https://dev.epicgames.com/documentation/ja-jp/unreal-engine/how-to-use-the-machine-learning-deformer-in-unreal-engine?application_version=5.4 機械学習デフォーマの使い方]
* [https://dev.epicgames.com/documentation/ja-jp/unreal-engine/neural-network-engine-overview-in-unreal-engine?application_version=5.4 ニューラル ネットワーク エンジンの概要]
* [https://dev.epicgames.com/community/learning/courses/e7w/unreal-engine-neural-network-engine-nne/34q9/unreal-engine-nne-quick-start-guide-5-3 Neural Network Engine (NNE)]
* [https://dev.epicgames.com/documentation/ja-jp/unreal-engine/state-tree-in-unreal-engine?application_version=5.4 StateTree]
* [https://dev.epicgames.com/documentation/ja-jp/unreal-engine/ai-debugging-in-unreal-engine?application_version=5.4 AIデバッグ]
* [https://dev.epicgames.com/documentation/ja-jp/unreal-engine/environment-query-system-quick-start-in-unreal-engine?application_version=5.4 Environment Query System クイック スタート ガイド]
* [https://dev.epicgames.com/documentation/ja-jp/unreal-engine/environment-query-system-in-unreal-engine?application_version=5.4 Environment Query System]
* [https://dev.epicgames.com/documentation/ja-jp/unreal-engine/ai-perception-in-unreal-engine?application_version=5.4 AI Perception]
* [https://dev.epicgames.com/documentation/ja-jp/unreal-engine/behavior-trees-in-unreal-engine?application_version=5.4 ビヘイビアツリー]
* [https://dev.epicgames.com/documentation/ja-jp/unreal-engine/overview-of-mass-entity-in-unreal-engine?application_version=5.4 MassEntity の概要]
* [https://historia.co.jp/archives/34074/ StateTreeで状態管理]
* [https://historia.co.jp/archives/25062/ プレイヤーを検知する敵キャラクターを作る]
* [https://historia.co.jp/archives/4996/ EQSで群れを動かす]
* [https://dev.epicgames.com/documentation/ja-jp/unreal-engine/using-avoidance-with-the-navigation-system-in-unreal-engine?application_version=5.4 ナビゲーション システムで回避を使用する]

2024年10月13日 (日) 23:04時点における最新版