نتایج جستجو برای: structured games
تعداد نتایج: 185484 فیلتر نتایج به سال:
We describe an algorithm for placing room contents including furniture and general clutter in a virtual environment according to design constraints specified in the form of a Petri net. We have implemented a prototype system and present images generated by it. The outputs of our prototype are believable, varied, random, yet controllable and structured room layouts suitable for video games.
Performance studies deals with human action in context, as well as the process of making meaning between the performers and the audience. This paper presents a framework to study videogames as a performative medium, applying terms from performance studies to videogames both as software and as games. This performance framework for videogames allows us to understand how videogames relate to other...
Many predicted structured objects (e.g., sequences, matchings, trees) are evaluated using the F-score, alignment error rate (AER), or other multivariate performance measures. Since inductively optimizing these measures using training data is typically computationally difficult, empirical risk minimization of surrogate losses is employed, using, e.g., the hinge loss for (structured) support vect...
While the Semantic Web requires a large amount of structured knowledge (triples) to allow machine reasoning, the acquisition of this knowledge still represents an open issue. Indeed, expressing expert knowledge in a given formalism is a tedious process. Less structured annotations such as tagging have, however, proved immensely popular, whilst existing unstructured or semi-structured collaborat...
In the previous chapter, we have got introduced to strategic form games. In this chapter, we introduce extensive form games. The extensive form of a game represents a detailed and richly structured way to describe a game. This form was first proposed by von Neumann and Morgenstern [1] and was later refined by Kuhn [2]. The extensive form captures complete sequential play of a game. Specifically...
Starting from a given one-shot game played by a finite population of agents living in flatline, a circular or constrained grid structured by the classical definitions of neighborhood, we define transformation rules for cellular automata, which are determined by the best-reply behavior in standard two-person symmetric matrix games. Ameaningful concept of solution for the underlying population ga...
This paper aims at giving a classification of argumentation games agents play within a multi-agent setting. We investigate different scenarios of such argumentation games that differ in the protocol used for argumentation, i. e. direct, synchronous, and dialectical argumentation protocols, the awareness that agents have on other agents beliefs, and different settings for the preferences of agen...
We study stochastic evolution of optional games on simple graphs. There are two strategies, A and B, whose interaction is described by a general payoff matrix. In addition, there are one or several possibilities to opt out from the game by adopting loner strategies. Optional games lead to relaxed social dilemmas. Here we explore the interaction between spatial structure and optional games. We f...
We describe a BDI (Belief, Desire, Intention) approach and architecture for a conversational virtual companion embodied as a child’s Toy. Our aim is to support both structured conversation-based activities (e.g., story-telling, collaborative games) as well as more free-flowing, engaging dialogue with variation and some unpredictability. We argue that a goal-oriented approach to the agent’s conv...
Background: Addiction to computer (video) games in adolescents and its relationship with educational progress has recently attracted the attention of rearing and education experts as well as organizations and institutes involved in physical and mental health. The current research attempted to propose a structural model of the relationships between parenting styles, mothers’ occupation status, a...
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