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AAAI
2007
15 years 2 hour ago
Acquiring Visibly Intelligent Behavior with Example-Guided Neuroevolution
Much of artificial intelligence research is focused on devising optimal solutions for challenging and well-defined but highly constrained problems. However, as we begin creating...
Bobby D. Bryant, Risto Miikkulainen
86
Voted
CMMR
2008
Springer
153views Music» more  CMMR 2008»
14 years 11 months ago
Dynamic Mapping Strategies for Expressive Synthesis Performance and Improvisation
Realtime musical expression through synthesis is notoriously dicult. The complete potential of a sound engine is traditionally available only at design time. In this paper two mapp...
Palle Dahlstedt
NETGAMES
2003
ACM
15 years 2 months ago
Spatial principles of level-design in multi-player first-person shooters
: This paper outlines the basic spatial principles of level design in multi-player first-person shooters with special reference to Counterstrike, basing itself on experiment, analy...
Christian Güttler, Troels Degn Johansson
66
Voted
DIGRA
2003
Springer
15 years 2 months ago
Supporting visual elements of non-verbal communication in computer game avatars
Communication between players in networked computer games is often inadequately implemented. The games do not exploit the full potential of using different forms of communication ...
Tomi Kujanpää, Tony Manninen
ISNN
2005
Springer
15 years 3 months ago
A Novel Solid Neuron-Network Chip Based on Both Biological and Artificial Neural Network Theories
Built on the theories of biological neural network, artificial neural network methods have shown many significant advantages. However, the memory space in an artificial neural chip...
Zihong Liu, Zhihua Wang, Guolin Li, Zhiping Yu