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GAMEON
2007
14 years 11 months ago
Map-Adaptive Artificial Intelligence for Video Games
This paper proposes an approach to automatically adapt game AI to the environment of the game (i.e., the socalled map). In the approach, a particular map is first analysed for sp...
Laurens van der Blom, Sander Bakkes, Pieter Spronc...
MODELS
2007
Springer
15 years 4 months ago
Model-Based Design of Computer-Controlled Game Character Behavior
Recently, the complexity of modern, real-time computer games has increased drastically. The need for sophisticated game AI, in particular for Non-Player Characters, grows with the ...
Jörg Kienzle, Alexandre Denault, Hans Vanghel...
GAMEON
2001
14 years 11 months ago
A New Computational Approach to the Game of Go
This paper investigates the application of neural network techniques to the creation of a program that can play the game of Go with some degree of success. The combination of soft...
Julian Churchill, Richard Cant, David Al-Dabass
AI
2007
Springer
14 years 10 months ago
An economist's perspective on multi-agent learning
We comment on the Shoham, Powers, and Grenager survey of multi-agent learning and game theory, emphasizing that some of their categories are important for economics and others are...
Drew Fudenberg, David K. Levine
AI
2007
Springer
14 years 10 months ago
Multi-agent learning and the descriptive value of simple models
Behavioral research suggests that human learning in some multi-agent systems can be predicted with surprisingly simple “foresight-free” models. The current note discusses the ...
Ido Erev, Alvin E. Roth