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標(biāo)題: Titlebook: Computer Games; 7th Workshop, CGW 20 Tristan Cazenave,Abdallah Saffidine,Nathan Sturtev Conference proceedings 2019 Springer Nature Switzer [打印本頁]

作者: Jefferson    時(shí)間: 2025-3-21 19:47
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: 藝術(shù)    時(shí)間: 2025-3-21 20:45

作者: 合唱隊(duì)    時(shí)間: 2025-3-22 03:52

作者: 橢圓    時(shí)間: 2025-3-22 06:10
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
作者: liposuction    時(shí)間: 2025-3-22 11:12

作者: 注入    時(shí)間: 2025-3-22 16:44
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.
作者: 注入    時(shí)間: 2025-3-22 17:06
Tristan Cazenave,Abdallah Saffidine,Nathan Sturtev
作者: forbid    時(shí)間: 2025-3-23 00:57

作者: 禁止    時(shí)間: 2025-3-23 03:32
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
作者: peak-flow    時(shí)間: 2025-3-23 07:19
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
作者: Atheroma    時(shí)間: 2025-3-23 13:11
Statistical GGP Game Decompositionh cost if they hold a decomposed version of the game. Previous works on decomposition rely on syntactical structures, which can be missing from the game description, or on the disjunctive normal form of the rules, which is very costly to compute. We offer an approach to decompose single or multi-pla
作者: catagen    時(shí)間: 2025-3-23 14:05
Iterative Tree Search in General Game Playing with Incomplete Information human intervention. The standard game representation language GDL has recently been extended so as to include games with incomplete information. The so-called Lifted HyperPlay technique, which is based on model sampling, provides a state-of-the-art solution to general game playing with incomplete i
作者: 捐助    時(shí)間: 2025-3-23 19:58

作者: 聯(lián)邦    時(shí)間: 2025-3-23 22:38
Analyzing the Impact of Knowledge and Search in Monte Carlo Tree Search in Gos MCTS are still not well understood. In this paper, we focus on identifying the effects of different types of knowledge on the behaviour of the Monte Carlo Tree Search algorithm, using the game of Go as a case study. We measure the performance of each type of knowledge, and of deeper search by usin
作者: Promotion    時(shí)間: 2025-3-24 02:33
What’s in a Game? The Effect of Game Complexity on Deep Reinforcement Learningd by extracting high-dimensional representations from raw sensory data to directly predict the actions. DRL methods were shown to master most of the ATARI games, beating humans in a good number of them, using the same algorithm, network architecture and hyper-parameters. However, why DRL works on so
作者: 大門在匯總    時(shí)間: 2025-3-24 08:29
Thomas F. Luschei,Amita Chudgar to study generalization and transfer learning. We cast text-based games in the Reinforcement Learning formalism, use our framework to develop a set of benchmark games, and evaluate several baseline agents on this set and the curated list.
作者: 興奮過度    時(shí)間: 2025-3-24 12:14
Evaluation in Education and Human Services Search algorithm for incomplete-information GGP. We demonstrate both theoretically and experimentally that our algorithm provides an improvement over existing solutions on several classes of games that have been discussed in the literature.
作者: cogent    時(shí)間: 2025-3-24 15:06
TextWorld: A Learning Environment for Text-Based Games to study generalization and transfer learning. We cast text-based games in the Reinforcement Learning formalism, use our framework to develop a set of benchmark games, and evaluate several baseline agents on this set and the curated list.
作者: Pathogen    時(shí)間: 2025-3-24 23:04

作者: habile    時(shí)間: 2025-3-24 23:41

作者: POWER    時(shí)間: 2025-3-25 05:26
1865-0929 onal 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
作者: forecast    時(shí)間: 2025-3-25 09:29
1865-0929 eviewed 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..978-3-030-24336-4978-3-030-24337-1Series ISSN 1865-0929 Series E-ISSN 1865-0937
作者: Estrogen    時(shí)間: 2025-3-25 12:24

作者: breadth    時(shí)間: 2025-3-25 15:58

作者: 藝術(shù)    時(shí)間: 2025-3-25 21:32

作者: 興奮過度    時(shí)間: 2025-3-26 02:17

作者: 金桌活畫面    時(shí)間: 2025-3-26 04:52

作者: LANCE    時(shí)間: 2025-3-26 11:23
978-3-030-24336-4Springer Nature Switzerland AG 2019
作者: 詞匯表    時(shí)間: 2025-3-26 13:21
Computer Games978-3-030-24337-1Series ISSN 1865-0929 Series E-ISSN 1865-0937
作者: 善變    時(shí)間: 2025-3-26 17:05

作者: 巧辦法    時(shí)間: 2025-3-27 00:17
Communications in Computer and Information Sciencehttp://image.papertrans.cn/c/image/233548.jpg
作者: 浮夸    時(shí)間: 2025-3-27 01:30
Spatial Average Pooling for Computer Gouse reinforcement learning to train a policy and a value network. These networks are used in a MCTS algorithm to provide strong computer Go players. In this paper we propose to improve the architecture of a value network using Spatial Average Pooling.
作者: 吵鬧    時(shí)間: 2025-3-27 06:16
Conference proceedings 2019rence 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..
作者: 煩憂    時(shí)間: 2025-3-27 11:14
A Bibliography of CALL: Teachersomplex games is still not possible. However, the abundance of existing game data makes StarCraft II an ideal testbed for machine learning. We attempt to use this for establishing winner predictors that in strong contrast to existing methods rely on partial information available to one player only. S
作者: 表被動    時(shí)間: 2025-3-27 16:16

作者: endoscopy    時(shí)間: 2025-3-27 21:26

作者: 兵團(tuán)    時(shí)間: 2025-3-27 21:56

作者: Aerate    時(shí)間: 2025-3-28 02:13
Evaluation in Education and Human Services human intervention. The standard game representation language GDL has recently been extended so as to include games with incomplete information. The so-called Lifted HyperPlay technique, which is based on model sampling, provides a state-of-the-art solution to general game playing with incomplete i
作者: Optometrist    時(shí)間: 2025-3-28 07:57
https://doi.org/10.1007/978-981-10-8648-9use reinforcement learning to train a policy and a value network. These networks are used in a MCTS algorithm to provide strong computer Go players. In this paper we propose to improve the architecture of a value network using Spatial Average Pooling.
作者: BROOK    時(shí)間: 2025-3-28 13:02

作者: 圖表證明    時(shí)間: 2025-3-28 15:26

作者: 個(gè)阿姨勾引你    時(shí)間: 2025-3-28 20:50
Bericht über die Einundfünfzigste Zusammenkunft der Deutschen Ophthalmologischen Gesellschaft978-3-642-92368-5
作者: Allodynia    時(shí)間: 2025-3-29 00:46
A. N. Korotkovie durch die T?tigkeit bzw. Aktivit?t verschiedener Lebensformen gebildet werden. Biomineralisationen sind seit ca. 2 Mrd. Jahren bekannt. Als frühe Zeugen der Biomineralisation gelten terrestrische Magnetofossilien, die vor allem durch die Kristallisation von Magnetit (Fe.O.) diese Mineralisationsp
作者: KIN    時(shí)間: 2025-3-29 03:29





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