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FPLAY
2008
15 years 4 months ago
Crafting game-models using reactive system design
This paper presents a game-model of a gym training system, where the behavior of the system is specified using languages developed originally for reactive system design, which dri...
David Harel, Itai Segall, Hillel Kugler, Yaki Sett...
STOC
2003
ACM
137views Algorithms» more  STOC 2003»
16 years 3 months ago
Near-optimal network design with selfish agents
We introduce a simple network design game that models how independent selfish agents can build or maintain a large network. In our game every agent has a specific connectivity requ...
Elliot Anshelevich, Anirban Dasgupta, Éva T...
SEKE
2007
Springer
15 years 9 months ago
Classification of Design Pattern Traits
Design patterns describe good solutions to common and recurring problems. The applications of design patterns may vary in different layouts, which pose challenges for recovering a...
Jing Dong, Yajing Zhao
ATAL
2007
Springer
15 years 9 months ago
Policy recognition for multi-player tactical scenarios
This paper addresses the problem of recognizing policies given logs of battle scenarios from multi-player games. The ability to identify individual and team policies from observat...
Gita Sukthankar, Katia P. Sycara
ATAL
2007
Springer
15 years 9 months ago
Automatic feature extraction for autonomous general game playing agents
The General Game Playing (GGP) problem is concerned with developing systems capable of playing many different games, even games the system has never encountered before. Successful...
David M. Kaiser