نتایج جستجو برای: traditional games
تعداد نتایج: 345725 فیلتر نتایج به سال:
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...
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 ...
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...
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,...
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...
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 ...
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...
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...
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...
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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