Sciweavers

82 search results - page 7 / 17
» Explicit Knowledge Programming for Computer Games
Sort
View
MICAI
2005
Springer
15 years 3 months ago
Fuzzeval: A Fuzzy Controller-Based Approach in Adaptive Learning for Backgammon Game
Abstract. In this paper we investigate the effectiveness of applying fuzzy controllers to create strong computer player programs in the domain of backgammon. Fuzzeval, our proposed...
Mikael Heinze, Daniel Ortiz Arroyo, Henrik Legind ...
89
Voted
ACG
2009
Springer
15 years 4 months ago
Adding Expert Knowledge and Exploration in Monte-Carlo Tree Search
Abstract. We present a new exploration term, more efficient than classical UCT-like exploration terms. It combines efficiently expert rules, patterns extracted from datasets, All-M...
Guillaume Chaslot, Christophe Fiter, Jean-Baptiste...
IFIP
1992
Springer
15 years 1 months ago
Intelligent Access to Data and Knowledge Bases via User's Topics of Interest
Retrieving relevant information in Data and Knowledge Bases containing a large number of di erent types of information is a non trivial problem. That is the reason why, in areas l...
Sylvie Cazalens, Robert Demolombe
87
Voted
FOSSACS
2003
Springer
15 years 2 months ago
A Game Semantics for Generic Polymorphism
Genericity is the idea that the same program can work at many different data types. Longo, Milstead and Soloviev proposed to capture the inability of generic programs to probe th...
Samson Abramsky, Radha Jagadeesan
80
Voted
AAAI
2006
14 years 11 months ago
Exploring GnuGo's Evaluation Function with a SVM
While computers have defeated the best human players in many classic board games, progress in Go remains elusive. The large branching factor in the game makes traditional adversar...
Christopher Fellows, Yuri Malitsky, Gregory Wojtas...