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Dive into the research topics where Abdennour El Rhalibi is active.

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Featured researches published by Abdennour El Rhalibi.


advances in computer entertainment technology | 2004

Machine learning techniques for FPS in Q3

Stephano Zanetti; Abdennour El Rhalibi

This paper presents a First Person Shooter Artificial Intelligence system that makes use of machine learning capabilities to achieve more human-like behavior and strategies. The AI is trained with a supervised learning paradigm using example recorded during the observation of expert human players. The Machine Learning section of the AI is based on various Feed Forward Multi-layer Neural Networks trained by Genetic Algorithms. The AI system is developed and tested in the Quake 3 Arena game engine. The system is able to learn certain behaviors but still lack on some others. The results are evaluated and possible improvements are proposed.


advances in computer entertainment technology | 2006

AoIM in peer-to-peer multiplayer online games

Abdennour El Rhalibi; Madjid Merabti; Yuanyuan Shen

MMOG are very large distributed applications, sharing very large states, and supporting communication between potentially thousands of player nodes. Despite the development of many solutions to define suitable architecture and communication protocol, and enabling efficient deployment of these types of applications, many issues remains which still require a solution. In this paper we discuss MMOG deployed over a Peer-to-Peer architecture, supporting a distributed model of systems with shared state and we address issues related to scalability, interest management and communication. We identify an efficient partitioning and distribution of the shared state as an important aspect in such models and propose a hierarchical multi-level interest management algorithm which enables contextual communication between peers. Experiments have been carried out and show the performance of the approach.


international conference on pervasive computing | 2009

A framework for physical health improvement using Wireless Sensor Networks and gaming

Paul Fergus; Kashif Kifayat; Simon Cooper; Madjid Merabti; Abdennour El Rhalibi

Wireless Sensor Networks (WSNs) is a recent technological advancement in Micro Electro Mechanical Systems (MEMS). It has a large number of applications in the health sector, for example, the telemonitoring of human psychophysical data, tracking and drug administration in hospitals. In this paper we present a novel framework using body area WSNs and gaming to improve a patients physical health. The proposed framework has three main components, the body area WSN, the game, and the data acquisition manager. Using the WSN on the patients body allows real time motion and medical data to be collected. This information is then filtered and used inside the gaming environment to control the patients avatar. This data also provides a level adjustment mechanism to change gaming parameters according to the medical status of the patient. Whilst the patient interacts within the gaming environment data is regularly collected from body sensor nodes and stored inside the data store. A neck physiotherapy case study is presented to illustrate the applicability of our approach.


consumer communications and networking conference | 2006

Interest management and scalability issues in P2P MMOG

Abdennour El Rhalibi; Madjid Merabti

MMOG are very large distributed applications, sharing very large states, and supporting communication between potentially thousands of player nodes. Despite the development of many solutions to define suitable architecture, communication protocol and enabling efficient deployment of these types of applications, many issues remains which still require a solution. In this paper we discuss MOG deployed over a Peer-to-Peer architecture, supporting a distributed model of systems with shared state and we address issues related to scalability, interest management and communication. We identify an efficient partitioning and distribution of the shared state as an important aspect in such models and propose a hierarchical multi-level interest management algorithm which enables contextual communication between peers. Experiments have been carried out and show the performance of the approach.


conference on computability in europe | 2010

Charisma: High-performance Web-based MPEG-compliant animation framework

Abdennour El Rhalibi; Christopher James Carter; Simon Cooper; Madjid Merabti; Marc Price

The MPEG-4 standards define a technique for 3D facial and body model animations (FAPS/BAPS respectively), as seen in animation systems such as Greta. The way this technique works is in contrast to the set of animation techniques currently used within modern games technologies and applications, which utilize more advanced, expressive animation systems such as Skeletal, Morph Target, and Inverse Kinematics. This article describes an object-oriented, Java-based framework for the integration and transformation of MPEG4 standards-compliant animation streams known as Charisma. Charisma is designed for use with modern games animation systems; this article illustrates the application of this framework on top of our Java/OpenGL-based games engine framework known as Homura.


computer games | 2008

A Hybrid Fuzzy ANN System for Agent Adaptation in a First Person Shooter

Abdennour El Rhalibi; Madjid Merabti

The aim of developing an agent, that is able to adapt its actions in response to their effectiveness within the game, provides the basis for the research presented in this paper. It investigates how adaptation can be applied through the use of a hybrid of AI technologies. The system developed uses the predefined behaviours of a finite-state machine and fuzzy logic system combined with the learning capabilities of a neural computing. The system adapts specific behaviours that are central to the performance of the bot (a computer-controlled player that simulates a human opponent) in the game, with the paper’s main focus being on that of the weapon selection behaviour; selecting the best weapon for the current situation. As a development platform, the project makes use of the Quake 3 Arena engine, modifying the original bot AI to integrate the adaptive technologies.


international conference on ultra modern telecommunications | 2009

Homura and Net-Homura: The creation and web-based deployment of cross-platform 3D games

Christopher James Carter; Abdennour El Rhalibi; Madjid Merabti; Marc Price

Digital distribution is becoming an increasingly important method within the games industry. The leading consoles each possess their own bespoke platform to digitally deploy games applications to their users via the Internet, whilst the Windows PC gaming market is catered for by systems such as Valves Steam platform. However, these digital content services are often machine-specific, proprietary, utilising custom web frameworks and a rigid publication system. In this paper, we present Homura and NetHomura; two interconnected frameworks which facilitate the development and deployment of cross-platform, hardware-accelerated 3D games applications using standard web browsers and web technologies, using a combination of Java and PHP.


Transactions on edutainment I | 2008

Interactive storytelling: approaches and techniques to achieve dynamic stories

Madjid Merabti; Abdennour El Rhalibi; Yuanyuan Shen; Jorge Daniel; Alcantara Melendez; Marc Price

In this paper we review different techniques which can be used to achieve interactive storytelling in games, most notably the employment of planning algorithms to decide which and how events should be presented to the player at a given time, and the definition of non playing characters actions and behaviours as a response to the players actions. Furthermore we will consider game world with more interesting characters that react to other characters actions and behaviour, while forming bonds and relationships with them and the player. We will consider the use of emotional characters to this effect. The incorporation of narrative techniques into the storytelling used in games can help not only to increment the level of interaction between the player and the world and characters, but also to keep the story fluent, thus achieving more realistic narrative. We will examine and discuss some of them, along with some existing approaches and possible applications for interactive storyline generation. We will also review and discuss some areas in which emotional characters have been used to support the player, and in the development of interactive storytelling.


international conference on multimedia and expo | 2010

Hybrid Client-Server, Peer-to-Peer framework for MMOG

Christopher James Carter; Abdennour El Rhalibi; Madjid Merabti; A. Taleb Bendiab

MMOG are very large distributed applications, sharing very large states, and supporting communication between potentially thousands of player nodes. Despite the development of many solutions to define suitable architecture and communication protocols and enabling efficient deployment of these types of applications, many issues remain. In this paper, we present a new framework to build more dynamic and scalable MMOG systems. The work aims to expand upon Homura and Net Homura frameworks [11][12], with a focus towards developing a unified deployment and networking system for the deployment and execution of both P2P and Client-Server based games, which can be analysed within a real-world context. The research will build upon the most recent investigations into algorithms and techniques that are central for the production of scalable, massively multiplayer online game applications capable of consistent, responsive game play in low-bandwidth environments and determine how these methods can applied and tested within the context of the Net Homura framework.


Transactions on Edutainment II | 2009

Networking Middleware and Online-Deployment Mechanisms for Java-Based Games

Christopher James Carter; Abdennour El Rhalibi; Madjid Merabti; Marc Price

Currently, web-based online gaming applications are predominately utilising Adobe Flash or Java Applets as their core technologies. These games are often casual, two-dimensional games and do not utilise the specialist graphics hardware which has proliferated across modern PCs and Consoles. Multi-user online game play in these titles is often either non-existent or extremely limited. Computer games applications which grace the current generation of consoles and personal computers are designed to utilise the increasingly impressive hardware power at their disposal. However, these are commonly distributed using a physical medium or deployed through custom, proprietary networking mechanisms and rely upon platform-specific networking APIs to facilitate multi-user online game play. In order to unify the concepts of these disparate styles of gaming, this paper presents two interconnected systems which are implemented using Java Web Start and JXTA P2P technologies, providing a platform-independent framework capable of deploying hardware accelerated cross-platform, cross-browser online-enabled Java games, as part of the Homura Project.

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Madjid Merabti

Liverpool John Moores University

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Christopher James Carter

Liverpool John Moores University

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Zhigeng Pan

Hangzhou Normal University

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Simon Cooper

Liverpool John Moores University

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David Tully

Liverpool John Moores University

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Dhiya Al-Jumeily

Liverpool John Moores University

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Ricardo L. Parreira Duarte

Liverpool John Moores University

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Sarmad A. Abdulazeez

Liverpool John Moores University

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Sud Sudirman

Liverpool John Moores University

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