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Titlebook: Computer Games; Third Workshop on Co Tristan Cazenave,Mark H. M. Winands,Yngvi Bj?rnsso Conference proceedings 2014 Springer International

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11#
發(fā)表于 2025-3-23 09:46:27 | 只看該作者
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
12#
發(fā)表于 2025-3-23 16:31:19 | 只看該作者
Tristan Cazenave,Mark H. M. Winands,Yngvi Bj?rnssoFast-track conference proceedings.State-of-the-art research.Up-to-date results
13#
發(fā)表于 2025-3-23 21:50:54 | 只看該作者
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發(fā)表于 2025-3-23 22:16:32 | 只看該作者
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發(fā)表于 2025-3-24 06:12:33 | 只看該作者
978-3-319-14922-6Springer International Publishing Switzerland 2014
16#
發(fā)表于 2025-3-24 08:10:18 | 只看該作者
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.
17#
發(fā)表于 2025-3-24 10:54:43 | 只看該作者
18#
發(fā)表于 2025-3-24 16:59:02 | 只看該作者
19#
發(fā)表于 2025-3-24 22:30:33 | 只看該作者
20#
發(fā)表于 2025-3-24 23:21:25 | 只看該作者
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.
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