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» Generating Ambient Behaviors in Computer Role-Playing Games
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RAS
2002
131views more  RAS 2002»
13 years 5 months ago
Behavior generation for a mobile robot based on the adaptive fitness function
We have to prepare the evaluation (fitness) function to evaluate the performance of the robot when we apply the machine learning techniques to the robot application. In many cases,...
Eiji Uchibe, Masakazu Yanase, Minoru Asada
ATAL
2008
Springer
13 years 7 months ago
A heads-up no-limit Texas Hold'em poker player: discretized betting models and automatically generated equilibrium-finding progr
We present Tartanian, a game theory-based player for headsup no-limit Texas Hold'em poker. Tartanian is built from three components. First, to deal with the virtually infinit...
Andrew Gilpin, Tuomas Sandholm, Troels Bjerre S&os...
SIGECOM
2010
ACM
184views ECommerce» more  SIGECOM 2010»
13 years 10 months ago
Computing pure strategy nash equilibria in compact symmetric games
We analyze the complexity of computing pure strategy Nash equilibria (PSNE) in symmetric games with a fixed number of actions. We restrict ourselves to “compact” representati...
Christopher Thomas Ryan, Albert Xin Jiang, Kevin L...
CSE
2009
IEEE
14 years 16 days ago
Validation of Sociocultural Models and Meta-Models via Serious Games
– The role of serious games in validating computational sociocultural models is described. To accomplish this, we show the role of a cognitive engine in generating behaviors for ...
K. Brock Stitts, Colleen L. Phillips, Norman D. Ge...
ICCBR
2007
Springer
13 years 12 months ago
Case-Based Planning and Execution for Real-Time Strategy Games
Abstract. Artificial Intelligence techniques have been successfully applied to several computer games. However in some kinds of computer games, like real-time strategy (RTS) games...
Santiago Ontañón, Kinshuk Mishra, Ne...