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HICSS
2008
IEEE
151views Biometrics» more  HICSS 2008»
15 years 7 months ago
Venice, California and World of Warcraft: Persistence and Ephemerality in Playful Spaces
Persistent digital media extend content beyond immediate ephemeral interactions and conversations. Systems such as email, instant messaging, digital kiosks, social networking site...
Silvia Lindtner, Bonnie A. Nardi
114
Voted
AIIDE
2009
15 years 1 months ago
Improving Offensive Performance Through Opponent Modeling
Although in theory opponent modeling can be useful in any adversarial domain, in practice it is both difficult to do accurately and to use effectively to improve game play. In thi...
Kennard Laviers, Gita Sukthankar, David W. Aha, Ma...
101
Voted
CG
2006
Springer
15 years 2 months ago
Feature Construction for Reinforcement Learning in Hearts
Temporal difference (TD) learning has been used to learn strong evaluation functions in a variety of two-player games. TD-gammon illustrated how the combination of game tree search...
Nathan R. Sturtevant, Adam M. White
83
Voted
CSE
2009
IEEE
15 years 7 months ago
Validation of Sociocultural Models and Meta-Models via Serious Games
– The role of serious games in validating computational sociocultural models is described. To accomplish this, we show the role of a cognitive engine in generating behaviors for ...
K. Brock Stitts, Colleen L. Phillips, Norman D. Ge...
99
Voted
ECUMN
2007
Springer
15 years 6 months ago
Utility-Based Bandwidth Allocation for Triple-Play Services
It is expected that, in near future, the multi-class traffic previously in Public Switched Telephone network (PSTN), cable television network and IP network will be multiplexed at...
Changbin Liu, Lei Shi, Bin Liu