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AIIDE
2008
15 years 13 days ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
DIMACS
1996
14 years 11 months ago
Easier Ways to Win Logical Games
in Structure'95. 14] R. Fagin. Easier ways to win logical games. In Proc. DIMACS Workshop on Descriptive Complexity and Finite Models, AMS 1997. 15] R. Fagin, L. Stockmeyer, M...
Ronald Fagin
WWW
2009
ACM
15 years 10 months ago
Collaborative filtering for orkut communities: discovery of user latent behavior
Users of social networking services can connect with each other by forming communities for online interaction. Yet as the number of communities hosted by such websites grows over ...
WenYen Chen, Jon-Chyuan Chu, Junyi Luan, Hongjie B...
ICDE
2003
IEEE
157views Database» more  ICDE 2003»
15 years 11 months ago
Profile-Driven Cache Management
Modern distributed information systems cope with disconnection and limited bandwidth by using caches. In communicationconstrained situations, traditional demand-driven approaches ...
Mitch Cherniack, Eduardo F. Galvez, Michael J. Fra...
POPL
2007
ACM
15 years 10 months ago
Preferential path profiling: compactly numbering interesting paths
Path profiles provide a more accurate characterization of a program's dynamic behavior than basic block or edge profiles, but are relatively more expensive to collect. This h...
Kapil Vaswani, Aditya V. Nori, Trishul M. Chilimbi