派博傳思國際中心

標(biāo)題: Titlebook: Computer Games; Third Workshop on Co Tristan Cazenave,Mark H. M. Winands,Yngvi Bj?rnsso Conference proceedings 2014 Springer International [打印本頁]

作者: enamel    時間: 2025-3-21 17:10
書目名稱Computer Games影響因子(影響力)




書目名稱Computer Games影響因子(影響力)學(xué)科排名




書目名稱Computer Games網(wǎng)絡(luò)公開度




書目名稱Computer Games網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Computer Games被引頻次




書目名稱Computer Games被引頻次學(xué)科排名




書目名稱Computer Games年度引用




書目名稱Computer Games年度引用學(xué)科排名




書目名稱Computer Games讀者反饋




書目名稱Computer Games讀者反饋學(xué)科排名





作者: HIKE    時間: 2025-3-21 23:49
Climate, weather and the yield of tea,sented as the problem of Combinatorial Multi-Armed Bandit. Similarly to the most prominent approaches for online planning with polynomial number of possible actions, state-of-the-art algorithms for online planning with exponential number of actions are based on Monte-Carlo sampling. However, without
作者: FRONT    時間: 2025-3-22 02:25

作者: Comedienne    時間: 2025-3-22 04:50

作者: arrogant    時間: 2025-3-22 12:34

作者: 角斗士    時間: 2025-3-22 13:09

作者: 角斗士    時間: 2025-3-22 18:57
https://doi.org/10.1057/9781137494085eatures of GDL contribute to making it a convenient tool to describe multi-agent systems. We study the computational complexity of reasoning in GGP using various combinations of these features. Our analysis offers a complexity landscape for GGP with fragments ranging from . to . in the single-agent
作者: Apogee    時間: 2025-3-22 23:05
https://doi.org/10.1057/9781137494085crucial step for speeding up the interpretation of the game descriptions and increasing the playing strength of general game players..Our method allows us to ground almost all of the game descriptions present on the GGP servers in a time that is compatible with the common time settings of the GGP co
作者: JOT    時間: 2025-3-23 02:46
https://doi.org/10.1057/9781137494085 for real-time video games. SHPE is based on a combination of domain compilation and procedural task application/decomposition techniques in order to compute plans in a very short time-frame. The planner has been able to return relevant plans in less than three milliseconds for several problem insta
作者: Pelago    時間: 2025-3-23 07:11

作者: Spangle    時間: 2025-3-23 09:46
https://doi.org/10.1007/978-981-15-8868-6 of transition systems, on which behavior composition is based, in video game development, and (.) the fact that behavior composition extends the spectrum of approaches for non-linear storylines by introducing a new paradigm based on planning for a target desired process instead of a goal state. Mor
作者: Hla461    時間: 2025-3-23 16:31
Tristan Cazenave,Mark H. M. Winands,Yngvi Bj?rnssoFast-track conference proceedings.State-of-the-art research.Up-to-date results
作者: Bricklayer    時間: 2025-3-23 21:50

作者: Adornment    時間: 2025-3-23 22:16

作者: 貧困    時間: 2025-3-24 06:12
978-3-319-14922-6Springer International Publishing Switzerland 2014
作者: ethereal    時間: 2025-3-24 08:10
On the Complexity of General Game Playing,eatures of GDL contribute to making it a convenient tool to describe multi-agent systems. We study the computational complexity of reasoning in GGP using various combinations of these features. Our analysis offers a complexity landscape for GGP with fragments ranging from . to . in the single-agent case, and from . to . in the multi-agent case.
作者: impale    時間: 2025-3-24 10:54

作者: Asymptomatic    時間: 2025-3-24 16:59

作者: 漸強    時間: 2025-3-24 22:30

作者: 樹上結(jié)蜜糖    時間: 2025-3-24 23:21
https://doi.org/10.1057/9781137494085 for real-time video games. SHPE is based on a combination of domain compilation and procedural task application/decomposition techniques in order to compute plans in a very short time-frame. The planner has been able to return relevant plans in less than three milliseconds for several problem instances of the . planning domain.
作者: 沒花的是打擾    時間: 2025-3-25 04:05

作者: DOTE    時間: 2025-3-25 09:02

作者: 共和國    時間: 2025-3-25 13:34

作者: Melatonin    時間: 2025-3-25 19:07

作者: 采納    時間: 2025-3-25 20:04
,Monte-Carlo Tree Search for the Game of “7 Wonders”,larly in Go, Hex, Havannah, Amazons and Breakthrough. In this work we study this algorithm on a more complex game, the game of “7 Wonders”. This card game gathers together several known challenging properties, such as hidden information, multi-player and stochasticity. It also includes an inter-play
作者: Biomarker    時間: 2025-3-26 00:57

作者: arboretum    時間: 2025-3-26 04:23

作者: MULTI    時間: 2025-3-26 08:48
Efficient Grounding of Game Descriptions with Tabling,crucial step for speeding up the interpretation of the game descriptions and increasing the playing strength of general game players..Our method allows us to ground almost all of the game descriptions present on the GGP servers in a time that is compatible with the common time settings of the GGP co
作者: recede    時間: 2025-3-26 13:56

作者: 盡管    時間: 2025-3-26 17:58

作者: 被告    時間: 2025-3-26 22:16
Coordinating Dialogue Systems and Stories through Behavior Composition, of transition systems, on which behavior composition is based, in video game development, and (.) the fact that behavior composition extends the spectrum of approaches for non-linear storylines by introducing a new paradigm based on planning for a target desired process instead of a goal state. Mor
作者: Forsake    時間: 2025-3-27 02:13
Job-Level Algorithms for Connect6 Opening Position Analysis,nalyze the suitability of these metrics when choosing best moves for a set of benchmark positions. The results show that for both metrics this node count heuristic metric for JL-UCT outperforms all the others, including the four for JL-PNS.
作者: febrile    時間: 2025-3-27 09:16
Monte-Carlo Tree Search and Minimax Hybrids with Heuristic Evaluation Functions,in the domains of Othello, Breakthrough, and Catch the Lion. Results showed that introducing minimax search is effective for heuristic node priors in Othello and Catch the Lion. The MCTS-minimax hybrids are also found to work well in combination with each other. For their basic implementation in thi
作者: 不安    時間: 2025-3-27 10:09

作者: 減去    時間: 2025-3-27 14:44
https://doi.org/10.1057/9781137494085in the domains of Othello, Breakthrough, and Catch the Lion. Results showed that introducing minimax search is effective for heuristic node priors in Othello and Catch the Lion. The MCTS-minimax hybrids are also found to work well in combination with each other. For their basic implementation in thi
作者: arterioles    時間: 2025-3-27 18:16

作者: Entropion    時間: 2025-3-27 22:28

作者: disparage    時間: 2025-3-28 03:45

作者: 蔑視    時間: 2025-3-28 07:04

作者: 彩色的蠟筆    時間: 2025-3-28 13:25
,Minimizing?Simple?and?Cumulative?Regret in?Monte-Carlo?Tree?Search,her down the tree. We discuss the motivation for this new search technique, and show the performance of H-MCTS in six distinct two-player games: Amazons, AtariGo, Ataxx, Breakthrough, NoGo, and Pentalath.
作者: exacerbate    時間: 2025-3-28 16:54

作者: FUSC    時間: 2025-3-28 22:31
https://doi.org/10.1057/9781137494085tion function since the card values are heavily dependent upon the stage of the game and upon the other player decisions. We show that, in spite of the fact that “7 Wonders” is apparently not so related to classic abstract games, many known results still hold.
作者: dainty    時間: 2025-3-28 23:51

作者: jungle    時間: 2025-3-29 03:21

作者: 放大    時間: 2025-3-29 10:34

作者: Tartar    時間: 2025-3-29 14:40

作者: ALLAY    時間: 2025-3-29 19:11

作者: Initial    時間: 2025-3-29 23:30
Coordinating Dialogue Systems and Stories through Behavior Composition,how the details for an interactive dialogue system scenario in order to illustrate how interactive storytelling can be phrased in terms of it. We also report on a simple architecture for implementing a demo game over the scenario using existing behavior composition tools.
作者: 討好美人    時間: 2025-3-30 03:53
1865-0929 Games Workshop, CGW 2014, held in conjunction with the 21st European Conference on Artificial Intelligence, ECAI 2014, Prague, Czech Republic, in August 2014..The 11 revised full papers presented were carefully reviewed and selected from 20 submissions. The papers address all aspects of artificial
作者: confederacy    時間: 2025-3-30 07:06

作者: Aggrandize    時間: 2025-3-30 10:17
https://doi.org/10.1057/9781137494085s us to ground almost all of the game descriptions present on the GGP servers in a time that is compatible with the common time settings of the GGP competition. It instantiates descriptions more rapidly than previous published methods.




歡迎光臨 派博傳思國際中心 (http://www.pjsxioz.cn/) Powered by Discuz! X3.5
牡丹江市| 靖边县| 湖北省| 崇义县| 海阳市| 资溪县| 敦化市| 广汉市| 清徐县| 广东省| 靖远县| 莒南县| 定日县| 兴隆县| 萨迦县| 浪卡子县| 清新县| 湾仔区| 从江县| 泾源县| 六枝特区| 靖远县| 三江| 资溪县| 三门县| 罗甸县| 禹州市| 隆安县| 凤冈县| 刚察县| 兴化市| 高唐县| 宁国市| 柘城县| 莱芜市| 塔河县| 桃园县| 山西省| 怀远县| 岗巴县| 栾川县|