نتایج جستجو برای: traditional games

تعداد نتایج: 345725  

2011
Chris Kiekintveld Vladik Kreinovich Octavio Lerma

At first glance, most aspects of counter-terrorism activity look like classical examples of zero-sum games, in which the interests of the two sides are exactly opposite. This is how such situations are planned now: this is how air marshals are assigned to flights, this is how routes of coast guard ships are planned, etc. However, there is a big difference between such situations and the traditi...

2009
Yngvi Björnsson Hilmar Finnsson

The aim of General Game Playing (GGP) is to create intelligent agents that can automatically learn how to play many different games at an expert level without any human intervention. The traditional design model for GGP agents has been to use a minimax-based game-tree search augmented with an automatically learned heuristic evaluation function. The first successful GGP agents all followed that ...

Journal: :CoRR 2007
Joseph Y. Halpern Rafael Pass

We develop a general game-theoretic framework for reasoning about strategic agents performing possibly costly computation. In this framework, many traditional game-theoretic results (such as the existence of a Nash equilibrium) no longer hold. Nevertheless, we can use the framework to provide psychologically appealing explanations to observed behavior in wellstudied games (such as finitely repe...

Journal: :IJIPM 2010
Conrado R. Ruiz Sujitra Chodnok Nor Hidayu Salimi Pham Trung Ha

Computer games are the result of the convergence of art and technology. In this paper, we explore the possibility using computer games as a medium for promoting Asian culture and art, and therefore asserting that it should be considered as an art form itself. To establish why computer games can be considered art, we take into account the major theories of art based on historical, institutional,...

2014
Nathan Holbert David Weintrop Pratim Sengupta Stephen Killingsworth Kara Krinks

In recent years much research has explored the potential of using video games in education. This effort has produced many interesting games though it is unclear if “educational video games” have achieved their promise. Similarly, for many years constructionists have engaged children in learning across a variety of contexts, including game design. While these programs have been successful, their...

2008
Nuno Afonso Rui Prada

As the video games industry grows and video games become more part of our lives, we are eager for better gaming experiences. One field in which games still have much to gain is in Non-Player Character behavior in socially demanding games, like Role-Playing Games. In Role-Playing Games players have to interact constantly with very simple Non-Player Characters, with no social behavior in most of ...

2012
Ines Di Loreto Simone Mora Monica Divitini

Games for crisis management offer an interesting complement to traditional training. Experiments on their usage show that games can be promising tools able to address some of the limitations of traditional training. Also our first assessment with a board game for panic management shows that this particular kind of game could be useful for soft skills teaching in crisis management. However the t...

2011
ANDRÁS CSERNENSZKY RYAN R. MARTIN

Two new versions of the so-called Maker-Breaker Positional Games are defined by József Beck in [Combinatorica 22(2) (2002) 169–216]. He defines two players, Picker and Chooser. In each round, Picker takes a pair of elements not already selected and Chooser keeps one and returns the other to Picker. In the Picker-Chooser version Picker plays as Maker and Chooser plays as Breaker, while the roles...

2015
Pablo Abend Benjamin Beil

Computer games can be described as assemblages which, to use a term from Science and Technology Studies, provide different scripts that set the scene for user practices. These scripts include the game world’s possibilities and restrictions and the degree of freedom provided to the users by the overall gameplay. Lately, a new genre of games challenges these specifics. So-called editor games like...

2010
Andre A. Rupp Shauna J. Sweet Younyoung Choi

Epistemic games have been developed in recent years to help players develop domainspecific expertise that characterizes how professionals in a particular domain reason, communicate, and act [1]. For example, learners may learn what it is like to think and act like journalists, artists, business managers, or engineers by using digital learning technologies to solve realistic complex performance ...

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