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» Towards Biomedical Problem Solving in a Game Environment
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AAAI
2000
15 years 1 months ago
Towards Feasible Approach to Plan Checking under Probabilistic Uncertainty: Interval Methods
The main problem of planning is to find a sequence of actions that an agent must perform to achieve a given objective. An important part of planning is checking whether a given pl...
Raul Trejo, Vladik Kreinovich, Chitta Baral
IROS
2008
IEEE
116views Robotics» more  IROS 2008»
15 years 6 months ago
A solution for SLAM through augmenting vision and range information
— This paper proposes a method for augmenting the information of a monocular camera and a range finder. This method is a valuable step towards solving the SLAM problem in unstruc...
Ali Akbar Aghamohammadi, Amir Hossein Tamjidi, Ham...
ACMACE
2006
ACM
15 years 6 months ago
Motivated reinforcement learning for non-player characters in persistent computer game worlds
Massively multiplayer online computer games are played in complex, persistent virtual worlds. Over time, the landscape of these worlds evolves and changes as players create and pe...
Kathryn Elizabeth Merrick, Mary Lou Maher
ICASSP
2011
IEEE
14 years 4 months ago
Social norm and long-run learning in peer-to-peer networks
We start by formulating the resource sharing in peer-to-peer (P2P) networks as a random-matching gift-giving game, where self-interested peers aim at maximizing their own long-ter...
Yu Zhang, Mihaela van der Schaar
144
Voted
EWCBR
2008
Springer
15 years 2 months ago
Real-Time Plan Adaptation for Case-Based Planning in Real-Time Strategy Games
Abstract. Case-based planning (CBP) is based on reusing past successful plans for solving new problems. CBP is particularly useful in environments where the large amount of time re...
Neha Sugandh, Santiago Ontañón, Ashw...