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FDG
2009
ACM
15 years 6 months ago
Perspectives, frame rates and resolutions: it's all in the game
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Pr...
Mark Claypool, Kajal T. Claypool
NECO
2007
108views more  NECO 2007»
14 years 11 months ago
Spike-Frequency Adapting Neural Ensembles: Beyond Mean Adaptation and Renewal Theories
We propose a Markov process model for spike-frequency adapting neural ensembles which synthesizes existing mean-adaptation approaches, population density methods, and inhomogeneou...
Eilif Mueller, Lars Buesing, Johannes Schemmel, Ka...
100
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ECIS
2004
15 years 1 months ago
To play, or not to play: building a learning environment through computer simulations
This article analyzes the impact of a computer simulation (business game) on the users' perceived learning. The theoretical model developed in this paper is derived from the ...
Luigi Proserpio, Magni Magni
ATAL
2007
Springer
15 years 6 months ago
A globally optimal algorithm for TTD-MDPs
In this paper, we discuss the use of Targeted Trajectory Distribution Markov Decision Processes (TTD-MDPs)—a variant of MDPs in which the goal is to realize a specified distrib...
Sooraj Bhat, David L. Roberts, Mark J. Nelson, Cha...
CHI
1994
ACM
15 years 4 months ago
What HCI designers can learn from video game designers
Computer users have tasks they need to perform, and are therefore motivated to overcome poorly designed interfaces. With video games, there is no external motivation for the task ...
Randy Pausch, Rich Gold, Tim Skelly, David Thiel