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» Computational Support for Play Testing Game Sketches
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LICS
2000
IEEE
15 years 10 months ago
Concurrent Omega-Regular Games
We consider two-player games which are played on a finite state space for an infinite number of rounds. The games are concurrent, that is, in each round, the two players choose ...
Luca de Alfaro, Thomas A. Henzinger
EKAW
2000
Springer
15 years 9 months ago
OIL in a Nutshell
Currently computers are changing from single isolated devices into entry points into a worldwide network of information exchange and business transactions. Support in data, inform...
Dieter Fensel, Ian Horrocks, Frank van Harmelen, S...
ICML
2006
IEEE
16 years 6 months ago
Bayesian pattern ranking for move prediction in the game of Go
We investigate the problem of learning to predict moves in the board game of Go from game records of expert players. In particular, we obtain a probability distribution over legal...
David H. Stern, Ralf Herbrich, Thore Graepel
DIS
2009
Springer
15 years 3 months ago
Player Modeling for Intelligent Difficulty Adjustment
In this paper we aim at automatically adjusting the difficulty of computer games by clustering players into different types and supervised prediction of the type from short traces ...
Olana Missura, Thomas Gärtner
GECCO
2003
Springer
133views Optimization» more  GECCO 2003»
15 years 11 months ago
Dynamic Strategies in a Real-Time Strategy Game
Abstract. Most modern real-time strategy computer games have a sophisticated but fixed ‘AI’ component that controls the computer’s actions. Once the user has learned how suc...
William Joseph Falke II, Peter Ross