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MOR
2006
80views more  MOR 2006»
14 years 9 months ago
Regret Minimization Under Partial Monitoring
We consider repeated games in which the player, instead of observing the action chosen by the opponent in each game round, receives a feedback generated by the combined choice of ...
Nicolò Cesa-Bianchi, Gábor Lugosi, G...
NOSSDAV
2004
Springer
15 years 3 months ago
Low latency and cheat-proof event ordering for peer-to-peer games
We are developing a distributed architecture for massivelymultiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this archi...
Chris GauthierDickey, Daniel Zappala, Virginia Mar...
CIG
2006
IEEE
14 years 11 months ago
Improving Artificial Intelligence In a Motocross Game
We have previously investigated the use of artificial neural networks to ride simulated motorbikes in a new computer game. These artificial neural networks were trained using two d...
Benoit Chaperot, Colin Fyfe
AIM
1998
14 years 9 months ago
Computer Bridge - A Big Win for AI Planning
A computer program that uses AI planning techniques is now the world’s best program for the game of contract bridge. As reported in The New York Times and The Washington Post, t...
Stephen J. J. Smith, Dana S. Nau, Thomas A. Throop
MOBIDE
2009
ACM
15 years 4 months ago
Demonstrating an evacuation algorithm with mobile devices using an e-scavenger hunt game
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Jesse Szwedko, Callen Shaw, Alexander G. Connor, A...