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Titlebook: Entertainment Computing; Technologies and App Ryohei Nakatsu,Junichi Hoshino Book 2003 IFIP International Federation for Information Proces

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樓主: malcontented
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發(fā)表于 2025-3-28 16:00:59 | 只看該作者
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https://doi.org/10.1007/978-94-017-3558-2r we propose to store the game-specific knowledge into . and use general rules regarding the content of these threat stacks for pruning and extension decisions. Preliminary results in shogi (Japanese chess) show that if threat stacks are used instead of a standard quiescence search, an improvement of the tactical performance can be expected.
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發(fā)表于 2025-3-29 00:08:11 | 只看該作者
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發(fā)表于 2025-3-29 20:31:30 | 只看該作者
Facilitating Learning in a Real Time Strategy Computer Gamehelpfulness of the system from phase one to phase two. The results of this testing showed that there was no significant difference in the user’s responses in the two phases. However, when the results were analysed with respect to several categories of hints that were identified, it became apparent t
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發(fā)表于 2025-3-30 00:28:05 | 只看該作者
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發(fā)表于 2025-3-30 06:07:18 | 只看該作者
The Decollectivisation of Agriculture,There is tremendous confusion regarding the terms . and . as they relate to digital media. My aspiration today is to tackle this subject head-on and hopefully clarify what these terms mean, the significance of each term, and how we should view these dynamics within the entertainment technology industry.
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