Itu

Results: 7341



#Item
221Software / Gaming / Digital media / Pac-Man / Mathematical optimization / Supervised learning / Ghosts

Evolution Strategy for Optimizing Parameters in Ms Pac-Man Controller ICE Pambush 3 Ruck Thawonmas, Senior Member, IEEE and Takashi Ashida Abstract— This paper describes an application of Evolutionary Strategy to optim

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
222Artificial intelligence / Social learning theory / Percept / Ethology / Imitation / Artificial neural network / Gaussian function / Simulation

Rule Fusion for the Imitation of a Human Tutor Vincent Scesa, Cl´ement Ra¨ıevsky, St´ephane Sanchez, Herv´e Luga and Yves Duthen Abstract— In virtual worlds, character credibility suffers from an increasing discre

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
223Massively multiplayer online role-playing games / Windows games / Virtual economies / Role-playing game terminology / Virtual communities / EverQuest II / EverQuest / Thief / Crowd control / Experience point / Daybreak Game Company / Cleric

Behavioral Profiles of Character Types in EverQuest II Kyong Jin Shim, Member, IEEE and Jaideep Srivastava, Fellow, IEEE Abstract— This study examines behavioral profiles of different character types in EverQuest II, a

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
224Game artificial intelligence / Search algorithms / Combinatorial game theory / Proof-number search / Abstract strategy games / Andor tree / Alphabeta pruning / Game tree / Solved game / Tree / B-tree / Computer chess

Paranoid Proof-Number Search Jahn-Takeshi Saito and Mark H.M. Winands Abstract— Over the years, an increasing number of twoplayer games has been added to the list of solved games. However, solving multi-player games ha

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
225Artificial intelligence / Blizzard games / Windows games / Multiplayer online games / Video games with isometric graphics / Reactive planning / StarCraft / Intelligent agent / Micromanagement / Multi-agent system / Subsumption architecture / Cognitive architecture

Reactive Planning Idioms for Multi-Scale Game AI Ben G. Weber, Peter Mawhorter, Michael Mateas, and Arnav Jhala Abstract— Many modern games provide environments in which agents perform decision making at several levels

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
226Genetic algorithms / Evolution / Biology / Cybernetics / Applied mathematics / Mathematical optimization / Nature / Evolutionary algorithm / Search algorithm / Procedural generation / Chromosome / Fitness

Search-based Procedural Content Generation Julian Togelius1 , Georgios N. Yannakakis1 , Kenneth O. Stanley2 , Cameron Browne3 1 2

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Source URL: www.itu.dk

Language: English - Date: 2010-01-16 02:48:29
227Game artificial intelligence / Genetic algorithms / Search algorithms / Mathematics / Applied mathematics / Artificial intelligence / Mathematical optimization / Cybernetics / Minimax / Alphabeta pruning / Genetic programming / Chromosome

Evolving Lose-Checkers Players using Genetic Programming Amit Benbassat and Moshe Sipper Abstract— We present the application of genetic programming (GP) to the zero-sum, deterministic, full-knowledge board game of Los

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
228

PhysCon 2015 Technical Program Overview August 19, 2015, Wednesday 09:00 August 20, 2015, Thursday 08:50

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Source URL: physcon2015.itu.edu.tr

Language: English - Date: 2015-08-18 07:15:22
    229

    KARLSON Mai 2016 | Ausgabe Nr. 3 SAN I E RU NGSZ E ITU NG

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    Source URL: www.aktion-kms.de

    Language: German - Date: 2016-05-25 02:14:46
      230

      (A) Tangled Up In NotsA1. a. Kecantikan bukan hadiah. b. Gadis kaya itu bukan penyanyi. c. Kekayaannya bukan untuk gadis itu. d. Manusia itu tidak datang.

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      Source URL: nacloweb.org

      - Date: 2016-03-31 19:21:30
        UPDATE