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Titlebook: Computer Games; 7th Workshop, CGW 20 Tristan Cazenave,Abdallah Saffidine,Nathan Sturtev Conference proceedings 2019 Springer Nature Switzer

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書目名稱Computer Games
副標(biāo)題7th Workshop, CGW 20
編輯Tristan Cazenave,Abdallah Saffidine,Nathan Sturtev
視頻videohttp://file.papertrans.cn/234/233548/233548.mp4
叢書名稱Communications in Computer and Information Science
圖書封面Titlebook: Computer Games; 7th Workshop, CGW 20 Tristan Cazenave,Abdallah Saffidine,Nathan Sturtev Conference proceedings 2019 Springer Nature Switzer
描述This book constitutes revised selected papers from the 7th Workshop on Computer Games, CGW 2018, held in conjunction with the 27th International Conference on Artificial Intelligence, IJCAI 2018 in Stockholm, Sweden, in July 2018..The 8 full papers presented in this volume were carefully reviewed and selected from 15 submissions. They cover a wide range of topics related to video games; general game playing.- machine learning and Monte Carlo tree search..
出版日期Conference proceedings 2019
關(guān)鍵詞artificial intelligence; computer games; image reconstruction; interactive computer graphics; learning a
版次1
doihttps://doi.org/10.1007/978-3-030-24337-1
isbn_softcover978-3-030-24336-4
isbn_ebook978-3-030-24337-1Series ISSN 1865-0929 Series E-ISSN 1865-0937
issn_series 1865-0929
copyrightSpringer Nature Switzerland AG 2019
The information of publication is updating

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




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Reaching and Teaching Marginalized Children, replays show that our model works well on arbitrary matches. MOBA-Slice not only has an accuracy 3.7% higher than DotA Plus Assistant (A subscription service provided by DotA2) at result prediction, but also supports the prediction of the remaining time of a game, and then realizes the evaluation o
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Meera Varadharajan,Sandy Schucksee the effect of such factors on the convergence of DRL. Our results provide a first step in a better understanding of how DRL works and as such will be informative in the future in determining scenarios where DRL can be applied effectively e.g., outside of games.
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Tristan Cazenave,Abdallah Saffidine,Nathan Sturtev
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MOBA-Slice: A Time Slice Based Evaluation Framework of Relative Advantage Between Teams in MOBA Gamed in these complicated games is large. It is hard for humans and algorithms to evaluate the real-time game situation or predict the game result. In this paper, we introduce ., a time slice based evaluation framework of relative advantage between teams in MOBA games. MOBA-Slice is a quantitative eval
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TextWorld: A Learning Environment for Text-Based Games that handles interactive play-through of text games, as well as backend functions like state tracking and reward assignment. It comes with a curated list of games whose features and challenges we have analyzed. More significantly, it enables users to handcraft or automatically generate new games. I
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