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標題: Titlebook: Applications of Evolutionary Computation; EvoApplications 2011 Cecilia Chio,Stefano Cagnoni,Georgios N. Yannakaki Conference proceedings 20 [打印本頁]

作者: 監(jiān)管    時間: 2025-3-21 18:02
書目名稱Applications of Evolutionary Computation影響因子(影響力)




書目名稱Applications of Evolutionary Computation影響因子(影響力)學科排名




書目名稱Applications of Evolutionary Computation網(wǎng)絡(luò)公開度




書目名稱Applications of Evolutionary Computation網(wǎng)絡(luò)公開度學科排名




書目名稱Applications of Evolutionary Computation被引頻次




書目名稱Applications of Evolutionary Computation被引頻次學科排名




書目名稱Applications of Evolutionary Computation年度引用




書目名稱Applications of Evolutionary Computation年度引用學科排名




書目名稱Applications of Evolutionary Computation讀者反饋




書目名稱Applications of Evolutionary Computation讀者反饋學科排名





作者: Cabinet    時間: 2025-3-21 21:12

作者: Anthrp    時間: 2025-3-22 02:17

作者: 豪華    時間: 2025-3-22 08:27
0302-9743 onal Conference on the Applications of Evolutionary Computation, EvoApplications 2011, held in Torino, Italy, in April 2011 colocated with the Evo* 2011 events. Thanks to the large number of submissions received, the proceedings for EvoApplications 2011 are divided across two volumes (LNCS 6624 and
作者: 迎合    時間: 2025-3-22 08:56

作者: Mingle    時間: 2025-3-22 14:19

作者: 充足    時間: 2025-3-22 20:28

作者: 愛國者    時間: 2025-3-22 21:50

作者: 精美食品    時間: 2025-3-23 03:48
Evolving Interesting Maps for a First Person Shooterlayers’ average fighting time. For that purpose, four different map representations are tested and compared. Results obtained showcase the clear advantage of some representations in generating interesting FPS maps and demonstrate the promise of the approach followed for automatic level design in that game genre.
作者: Ordeal    時間: 2025-3-23 05:36
Training Neural Networks to Play Backgammon Variants Using Reinforcement Learningg and Neural Network function approximation we train agents that learn a game position evaluation function for these games. We show that the resulting agents significantly outperform the open-source program Tavli3D.
作者: Fillet,Filet    時間: 2025-3-23 11:53
Learning Chasing Behaviours of Non-Player Characters in Games Using SARSAexplored by game AI researchers. The application of machine learning in games could enhance game playing experience. In this report, we investigate the design and implementation of reinforcement learning to learn the chasing behaviours of NPCs. The design and the simulation results are discussed and further work in this area is suggested.
作者: 誓言    時間: 2025-3-23 14:00
Dana Jalobeanu,Charles T. Wolfelayers’ average fighting time. For that purpose, four different map representations are tested and compared. Results obtained showcase the clear advantage of some representations in generating interesting FPS maps and demonstrate the promise of the approach followed for automatic level design in that game genre.
作者: FICE    時間: 2025-3-23 21:38
Artificial Offshore Seismic Sources,g and Neural Network function approximation we train agents that learn a game position evaluation function for these games. We show that the resulting agents significantly outperform the open-source program Tavli3D.
作者: ARY    時間: 2025-3-23 22:31

作者: 一罵死割除    時間: 2025-3-24 03:18
Conference proceedings 2011held in Torino, Italy, in April 2011 colocated with the Evo* 2011 events. Thanks to the large number of submissions received, the proceedings for EvoApplications 2011 are divided across two volumes (LNCS 6624 and 6625). The present volume contains contributions for EvoCOMPLEX, EvoGAMES, EvoIASP, Evo
作者: 我的巨大    時間: 2025-3-24 07:39
Alchemy, Chemistry, and Metallurgyaving the same size, the evolved instances required a computation time which was 30,000 times greater than what was needed to solve the original instance that seeded the search. The success of this case study shows the potential of Evolutionary Search to provide new test-case scenarios for algorithms and their software implementations.
作者: Synchronism    時間: 2025-3-24 12:57
Absolute Space in Natural Philosophy a base-function for the dynamic problems. An experimental setup is proposed for investigating these issues. The results show that, at least under the proposed framework, a GA with the sandpile mutation self-adapts the mutation rates to the dynamics of the problem and to the characteristics of the base-function.
作者: Vital-Signs    時間: 2025-3-24 17:11

作者: OWL    時間: 2025-3-24 19:43

作者: GRILL    時間: 2025-3-25 00:04

作者: 祝賀    時間: 2025-3-25 06:24

作者: 手勢    時間: 2025-3-25 09:34

作者: 健壯    時間: 2025-3-25 12:54
Transparent, Online Image Pattern Classification Using a Learning Classifier System is needed in domains applicable to offline, supervised learning to achieve benchmark accuracy, but the promising initial results auger well for domains, such as mobile robotics, where compact, accurate and general rules learnt in a graceful manner are required.
作者: macabre    時間: 2025-3-25 16:41
Absolute Space in Natural Philosophye characterization of the elements of self-*, highly dynamic ULS systems. Moreover, we recall the Adaptive Evolutionary Framework (AEF), for the implementation of distributed evolutionary strategies. Finally, we describe an example scenario of large peer-to-peer network under targeted attacks, showing the benefits of the NAM-AEF design.
作者: 賠償    時間: 2025-3-25 23:40
Alchemy, Chemistry, and Metallurgythis approach makes it possible to design a network which enables the robot to accomplish a task that requires the capability of navigating the space using a light stimulus, as well as the formation and use of an internal memory.
作者: exercise    時間: 2025-3-26 03:10
Advanced Computer Human Interactionsmal parameter set. The fitness of the algorithm has been derived from the segmentation error obtained comparing the automatic segmentation with a manual one. Results indicate that using the GA-optimized parameters, the average segmentation error decreases from 5.75% obtained by manual tuning to 1.5% with GA-optimized parameters.
作者: ironic    時間: 2025-3-26 07:16
https://doi.org/10.1007/978-3-030-10576-1re compared directly with image histograms. Hybrid PSO-DE is also compared with standard PSO on these models. The experimental results show that the hybrid PSO-DE approach to image segmentation is effective and efficient.
作者: Arbitrary    時間: 2025-3-26 11:03

作者: 碎石    時間: 2025-3-26 16:30

作者: 細頸瓶    時間: 2025-3-26 17:19

作者: 無能性    時間: 2025-3-26 22:45

作者: Debility    時間: 2025-3-27 03:49

作者: 一夫一妻制    時間: 2025-3-27 07:11

作者: 編輯才信任    時間: 2025-3-27 12:18

作者: affluent    時間: 2025-3-27 14:22

作者: conscribe    時間: 2025-3-27 18:57
Absolute Space in Natural Philosophynon-stationary (or dynamic) optimization problems, relies on a Self-Organized Criticality system called sandpile to self-adapt the mutation intensity during the run. The behaviour of the operator depends on the state of the sandpile and on the fitness values of the population. Therefore, it has been
作者: 浮雕    時間: 2025-3-28 00:36

作者: Agnosia    時間: 2025-3-28 02:20
Dana Jalobeanu,Charles T. Wolfeon (PCG) problem could allow the design of FPS games of lower development cost with near-infinite replay value and capability to adapt to the skills and preferences of individual players. We propose a search-based solution, where maps are evolved to optimize a fitness function that is based on the p
作者: 巨碩    時間: 2025-3-28 07:30

作者: 沉思的魚    時間: 2025-3-28 11:13

作者: 暫時別動    時間: 2025-3-28 17:07

作者: Lice692    時間: 2025-3-28 21:41

作者: Presbycusis    時間: 2025-3-29 00:07

作者: 放氣    時間: 2025-3-29 06:41
Advanced Computer Human InteractionsBehaviour Trees, in order to create controllers for the Mario AI Benchmark. The results obtained reinforce the applicability of evolutionary programming systems to the development of artificial intelligence in games, and in dynamic systems in general, illustrating their viability as an alternative t
作者: 微枝末節(jié)    時間: 2025-3-29 10:30
Advanced Computer Human Interactionsular method for encoding intelligent behaviours in game is by scripting where the behaviours on the scene are predetermined. Many popular games have their game intelligence encoded in this manner. The application of machine learning techniques to learn non-player character behaviours is still being
作者: 不能強迫我    時間: 2025-3-29 15:29

作者: Flatter    時間: 2025-3-29 16:55

作者: 中國紀念碑    時間: 2025-3-29 20:08
Advanced Computer Human Interactionsybrid solution to the segmentation problem. A linear filter composed of a Gaussian and a Laplacian of Gaussian filter is used to smooth the image, before applying a dynamic threshold to extract a rough segmentation. In parallel, a despeckle filter based on a Cellular Automata (CA) is used to remove
作者: 灰姑娘    時間: 2025-3-30 00:20
https://doi.org/10.1007/978-3-030-10576-1(GMM) method are popular in image segmentation, but it is computationally difficult to find their globally optimal threshold values. Particle Swarm Optimisation (PSO) is an intelligent search method and has been widely used in many fields. However it is also easily trapped in local optima. In this p
作者: Corporeal    時間: 2025-3-30 06:17
https://doi.org/10.1007/978-3-030-10576-1 accuracy of results. The Evolutionary Computation technique of Learning Classifier Systems (LCS) addresses such problems, but has not been applied previously to this domain. Instead, offline, supervised techniques on fixed data sets have been shown to be highly accurate. This paper shows that LCS e
作者: OUTRE    時間: 2025-3-30 09:33
Applications of Evolutionary Computation978-3-642-20525-5Series ISSN 0302-9743 Series E-ISSN 1611-3349
作者: 藕床生厭倦    時間: 2025-3-30 13:02

作者: debris    時間: 2025-3-30 18:57

作者: 明智的人    時間: 2025-3-30 22:46
Adapting to New Software and Hardwareine learning a near-optimal driving style that consistently beats an expert human player (and the fastest currently known bots). Generalization to other tracks often, but not always succeeds, so that the method is extended by an online error correction mechanism well suited to the warmup phase of the Simulated Car Racing Championships.
作者: meritorious    時間: 2025-3-31 02:45

作者: Acupressure    時間: 2025-3-31 05:58
Alchemy, Chemistry, and MetallurgyWe propose an algorithm for computing approximate Nash equilibria of partially observable games using Monte-Carlo tree search based on recent bandit methods. We obtain experimental results for the game of phantom tic-tac-toe, showing that strong strategies can be efficiently computed by our algorithm.
作者: 挖掘    時間: 2025-3-31 10:56
Multiple Tree for Partially Observable Monte-Carlo Tree SearchWe propose an algorithm for computing approximate Nash equilibria of partially observable games using Monte-Carlo tree search based on recent bandit methods. We obtain experimental results for the game of phantom tic-tac-toe, showing that strong strategies can be efficiently computed by our algorithm.
作者: 貪婪地吃    時間: 2025-3-31 15:03
Cecilia Chio,Stefano Cagnoni,Georgios N. YannakakiUnique visibility.State-of-the-art research.Fast-track conference proceedings




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