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TSD
2010
Springer
14 years 10 months ago
Expressive Gibberish Speech Synthesis for Affective Human-Computer Interaction
In this paper we present our study on expressive gibberish speech synthesis as a means for affective communication between computing devices, such as a robot or an avatar, and thei...
Selma Yilmazyildiz, Lukas Latacz, Wesley Mattheyse...
95
Voted
WG
2009
Springer
15 years 7 months ago
Distance d-Domination Games
Abstract. We study graph searching games where a number of cops try to capture a robber that is hiding in a system of tunnels modelled as a graph. While the current position of the...
Stephan Kreutzer, Sebastian Ordyniak
104
Voted
AIIDE
2008
15 years 2 months ago
Offline Planning with Hierarchical Task Networks in Video Games
Artificial intelligence (AI) technology can have a dramatic impact on the quality of video games. AI planning techniques are useful in a wide range of game components, including m...
John Paul Kelly, Adi Botea, Sven Koenig
97
Voted
ACMACE
2008
ACM
15 years 2 months ago
Designing location-based mobile games with a purpose: collecting geospatial data with CityExplorer
The games with a purpose paradigm proposed by Luis von Ahn [9] is a new approach for game design where useful but boring tasks, like labeling a random image found in the web, are ...
Sebastian Matyas, Christian Matyas, Christoph Schl...
98
Voted
ECAI
2006
Springer
15 years 4 months ago
Boolean Games Revisited
Abstract. Game theory is a widely used formal model for studying strategical interactions between agents. Boolean games [8] are two players, zero-sum static games where players...
Elise Bonzon, Marie-Christine Lagasquie-Schiex, J&...