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SI3D
2003
ACM
15 years 2 months ago
Pattern based procedural textures
Numerous real-time applications such computer games or flight simulators require non-repetitive high-resolution texturing on large landscapes. We propose an algorithm which proce...
Sylvain Lefebvre, Fabrice Neyret
WINE
2007
Springer
161views Economy» more  WINE 2007»
15 years 3 months ago
New Algorithms for Approximate Nash Equilibria in Bimatrix Games
Abstract. We consider the problem of computing additively approximate Nash equilibria in non-cooperative two-player games. We provide a new polynomial time algorithm that achieves ...
Hartwig Bosse, Jaroslaw Byrka, Evangelos Markakis
ISVC
2010
Springer
14 years 7 months ago
A Human Inspired Local Ratio-Based Algorithm for Edge Detection in Fluorescent Cell Images
Abstract. We have developed a new semi-automated method for segmenting images of biological cells seeded at low density on tissue culture substrates, which we use to improve the ge...
Joe Chalfoun, Alden Dima, Adele P. Peskin, John T....
IJCAI
2001
14 years 10 months ago
R-MAX - A General Polynomial Time Algorithm for Near-Optimal Reinforcement Learning
R-max is a very simple model-based reinforcement learning algorithm which can attain near-optimal average reward in polynomial time. In R-max, the agent always maintains a complet...
Ronen I. Brafman, Moshe Tennenholtz
AIIDE
2009
14 years 10 months ago
Examining Extended Dynamic Scripting in a Tactical Game Framework
Dynamic scripting is a reinforcement learning algorithm designed specifically to learn appropriate tactics for an agent in a modern computer game, such as Neverwinter Nights. This...
Jeremy Ludwig, Arthur Farley