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Статья
A rewriting framework and logic for activities subject to regulations

Kanovich M., Kirigin T. B., Nigam V. et al.

Mathematical Structures in Computer Science. 2017. Vol. 27. No. 3. P. 332-375.

Статья
Bias-Corrected Estimation in Continuous Sampling Plans
В печати

Decrouez G. G., Robinson A.

Risk Analysis: An International Journal. 2017. Vol. 38. No. 1. P. 177-193.

Статья
Dualization in lattices given by ordered sets of irreducibles

Babin M. A., Kuznetsov S.

Theoretical Computer Science. 2017. Vol. Volume 658, Part B. No. 7 January. P. 316-326.

Статья
Finite sample properties of the mean occupancy counts and probabilities

Decrouez G. G., Grabchak M., Paris Q.

Bernoulli: a journal of mathematical statistics and probability. 2018. Vol. 24. No. 3. P. 1910-1941.

Статья
The Minkowski central partition as a pointer to a suitable distance exponent and consensus partitioning

Mirkin B., Amorim R., Makarenkov V. et al.

Pattern Recognition. 2017. Vol. 67. P. 62-72.

Modelling of a Human-Like BOT in a First-Person Shooter Video Game

Artificial Intelligence in Games (Autumn 2016)

Syllabus

Lectures
1. Motion
Movement
Path Finding
Tactical Path Planning
Coordinated Action
2. Decision Making
Decision Trees. Hierarchical FSM
Behavior Trees. Fuzzy Logic
Markov System. Goal-Oriented Behavior. Rule-Based Systems
3. Learning
N-gramms. Naive Bayes. ID3 and ID4 for Decision Trees
Q-Learning. ANN. Tutorial for ANN
4. Game Design and AI EM
Execution Management. Scheduling. World Interfacing
Game Genres and AI Models

Classes
Lessson 1. (v1), (v2), (v3) Project creation. Implementation of C++ actor classes. Game input handling. Blueprints creation. Collision detection. Game modes. HUD.
Lab 1. (v1) Simple AI for playing the game (firefighter).
Lab 2. (v2) Multi-agent AI for playing the game (firefighter 2).
Lab 3. (v3) Multi-agent Time-constrained AI (firefighter 3)
Lesson 2. (v7) Ping-Pong with Deep Reinforcement Learning

Examples of Student Projects with DQN
https://github.com/162/2D-shooter-enviroment by A. Kudinov
https://github.com/vary10/2DInfiniteRunner
by V. Girkin
https://github.com/viviken/HSE_AI_Labs/tree/master/Space_Invaders by A. Uvarov
https://github.com/matvey96ka/Deep2DRunner by M. Kashkinov
https://github.com/mrderkach/HSE_AI_Labs/tree/master/SpaceInvaders by D. Derkach
https://github.com/bertall/HSE_AI_Labs/tree/master/BrickBreaker by A. Baishev
https://github.com/lorddux/DQn-project by A. Soldatov

References
Artificial Intelligence for Games, Second Edition (core book)
Journals
IEEE Transactions on Computational Intelligence and AI in Games
International Journal of Computer Games Technolog

Old Projects
https://cs.hse.ru/ai/projects/unreal Unreal Summer Practice
https://github.com/Web-penguin/Snake by A. Sakhabutdinov
https://cs.hse.ru/ai/projects/mfc MFC Game Programming by K. Ivanov

Research Articles

2014-2015

2015-2016

Course Projects
1. Tokmakov, M. The BOT Decision Making Model for 3D First Person Shooter in Unreal Engine 4
2. Polyakov, P. BOT's Movements Algorithms in Case of Enemy Detection for 3D First Person Shooter in Unreal Engine 4
3. Zyuzin, P. Weapon Selection Algorithms Based on Neural Networks for 3D First Person Shooter in Unreal Engine 4
4. Konoplya, O. Application of Oculus Rift VR DK2 and HTC Vive to the Navigation and Sighting for 3D First Person Shooter in Unreal Engine 4
5. Martynov, M. Adaptive Shooting for 3D First Person Shooter in Unreal Engine 4
6. Kuznetsov, G. Automated Weapon Selection for 3D First Person Shooter in Unreal Engine 4
7. Guschenko-Cheverda, I. Moving-Target Search Algorithms for 3D First Person Shooter in Unreal Engine 4
8. Uriev, M. Enemy's Pursuit Escape Algorithms for 3D First Person Shooter in Unreal Engine 4
9. Mokeev, I. Item and Bonus Collection for 3D First Person Shooter in Unreal Engine 4
10. Kosmachev, A. Adapting Targeting with Respect to a Human-Player Reaction on an Enemy Appearance
11. Karpichev, R. Strategic Planning of Collective Rule-Based Decision Making for 3D First Person Shooter in Unreal Engine 4

Conferences
AIST'15
Imitation of Human Behavior in 3D-Shooter Game 
            Presentation on SlideShare    Abstract
AIST'16
Smoothing Voronoi-based Path with Minimized Length and Visibility using Composite Bezier Curves
            Presentation    Abstract
EEML'16
Modelling Human-like Behavior through Reward-based Approach in a First-Person Shooter Game
            Presentation    Abstract
ACM MM'16
First-Person Shooter Game for Virtual Reality Headset with Advanced Multi-Agent Intelligent System
            Presentation    Abstract
FLAIRS'17
Adapting First-Person Shooter Video Games for Playing with Virtual Reality Headsets (in print)
ACM SIGGRAPH'17
Deep Learning and Artificial Intelligence Methods for First-Person Shooter Games in Virtual Reality (on review)

Publications
1. Makarov I., Tokmakov, M., Tokmakova, L., Imitation of Human Behavior in 3D-Shooter Game, in: Supplementary Proceedings of the 4th International Conference on Analysis of Images, Social Networks and Texts (AIST'2015) Issue 1452. Aachen: CEUR Workshop Proceedings, 2015. Ch. 9. P. 64-77.
URL: http://ceur-ws.org/Vol-1452/paper9.pdf

2. Makarov I., Pavel Polyakov. Smoothing Voronoi-based Path with Minimized Length and Visibility using Composite Bezier Curves, in: Supplementary Proceedings of the 5th International Conference on Analysis of Images, Social Networks and Texts (AIST-SUP 2016), Yekaterinburg, Russia, April 7-9, 2016. / Науч. ред.: D. I. Ignatov. Vol. 1710. Aachen: CEUR Workshop Proceedings, 2016. Ch. 19. P. 191-202.
URL: http://ceur-ws.org/Vol-1710/paper19.pdf

3. Makarov I., Zyuzin, P., Polyakov, P., Tokmakov, M., Gerasimova, O., Guschenko-Cheverda, I., Uriev, M. Modelling Human-like Behavior through Reward-based Approach in a First-Person Shooter Game, in: Proceedings of the Third Workshop on Experimental Economics and Machine Learning (EEML 2016), Moscow, Russia, July 18, 2016 / R. Tagiew, D. I. Ignatov, et al. Vol. 1627. Aachen : CEUR Workshop Proceedings, 2016.
URL: http://ceur-ws.org/Vol-1627/paper2.pdf

4. Makarov I., Tokmakov, M., Polyakov, P., Zyuzin, P., Martynov, M., Konoplya, O., Kusnetsov, G., Guschenko-Cheverda, I., Uriev, M., Mokeev, I., Gerasimova, O., Tokmakova, L., Kosmachev, A. First-Person Shooter Game for Virtual Reality Headset with Advanced Multi-Agent Intelligent System, in: Proceedings of the 24th ACM international conference on Multimedia (ACM MM'16), Amsterdam, Netherlands, 15-19 October 2016. NY : Association for Computing Machinery (ACM), 2016.
DOI: http://doi.org/10.1145/2964284.2973826    (Core A* Conference)

5. Makarov, I., Konoplya, O., Polyakov, P., Martynov, M., Zyuzin, P., Gerasimova, O., Bodishtianu, V. Adapting First-Person Shooter Video Games for Playing with Virtual Reality Headsets, in: Proceedings of the 30th International Florida Artificial Intelligence Research Society Conference (FLAIRS-30), Marco Island, Florida, USA, May 22-24, 2017 / AAAI Press, 2017.
URL: https://sites.google.com/site/flairs30conference/program

6. Makarov, I., Polyakov, P., Martynov, M., Zyuzin, P., Konoplya, O., Gerasimova, O. Deep Learning and Artificial Intelligence Methods for First-Person Shooter Games in Virtual Reality, in Proceedings of 44th ACM SIGGRAPH International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH’44), Los Angeles, USA, 2017. (on review)
Example of Visualization