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» Algorithms, games, and the internet
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88
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ATAL
2009
Springer
15 years 5 months ago
Adversarial search with procedural knowledge heuristic
We introduce an adversarial planning algorithm based on game tree search, which is applicable in large-scale multiplayer domains. In order to tackle the scalability issues of game...
Viliam Lisý, Branislav Bosanský, Mic...
ICML
2006
IEEE
15 years 11 months ago
Bayesian pattern ranking for move prediction in the game of Go
We investigate the problem of learning to predict moves in the board game of Go from game records of expert players. In particular, we obtain a probability distribution over legal...
David H. Stern, Ralf Herbrich, Thore Graepel
84
Voted
CHI
2006
ACM
15 years 11 months ago
Peekaboom: a game for locating objects in images
We introduce Peekaboom, an entertaining web-based game that can help computers locate objects in images. People play the game because of its entertainment value, and as a side eff...
Luis von Ahn, Ruoran Liu, Manuel Blum
93
Voted
MFCS
2009
Springer
15 years 5 months ago
The Cost of Stability in Network Flow Games
The core of a cooperative game contains all stable distributions of a coalition’s gains among its members. However, some games have an empty core, with every distribution being ...
Ezra Resnick, Yoram Bachrach, Reshef Meir, Jeffrey...
94
Voted
SAGT
2009
Springer
113views Game Theory» more  SAGT 2009»
15 years 5 months ago
Games with Congestion-Averse Utilities
Congestion games—in which players strategically choose from a set of “resources” and derive utilities that depend on the congestion on each resource— are important in a wid...
Andrew Byde, Maria Polukarov, Nicholas R. Jennings