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.