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ICGA
2007
157views Optimization» more  ICGA 2007»
14 years 9 months ago
Computing "Elo Ratings" of Move Patterns in the Game of Go
Abstract. Move patterns are an essential method to incorporate domain knowledge into Go-playing programs. This paper presents a new Bayesian technique for supervised learning of su...
Rémi Coulom
DIGRA
2005
Springer
15 years 3 months ago
Interactive Story Writing in the Classroom: Using Computer Games
Interactive story writing is a new medium for creative expression. The story “writer” uses a computer game (such as BioWare’s Neverwinter Nights) to create an interactive st...
Jonathan Schaeffer, Mike Carbonaro, Duane Szafron,...
CSEE
2011
Springer
14 years 1 months ago
Pex4Fun: Teaching and learning computer science via social gaming
Pex4Fun (http://www.pexforfun.com/)from Microsoft Research is a web-based serious gaming environment for teaching computer science. Pex4Fun can be used to teach and learn computer...
Nikolai Tillmann, Jonathan de Halleux, Tao Xie
87
Voted
APPROX
2010
Springer
207views Algorithms» more  APPROX 2010»
14 years 11 months ago
Exploiting Concavity in Bimatrix Games: New Polynomially Tractable Subclasses
Abstract. We study the fundamental problem of computing an arbitrary Nash equilibrium in bimatrix games. We start by proposing a novel characterization of the set of Nash equilibri...
Spyros C. Kontogiannis, Paul G. Spirakis
92
Voted
AAAI
1992
14 years 10 months ago
Automatic Programming of Robots Using Genetic Programming
The goal in automatic programming is to get a computer to perform a task by telling it what needs to be done, rather than by explicitly programming it. This paper considers the ta...
John R. Koza, James Rice