نتایج جستجو برای: structured games

تعداد نتایج: 185484  

2011
Tania Di Mascio Rosella Gennari Pierpaolo Vittorini

Nowadays, circa 10% of 7-11 olds turn out to be poor comprehenders: they demonstrate text comprehension difficulties, related to inference-making, despite proficiency in low-level cognitive skills like word reading. The use of more intelligent ALSs to customtailor reading interventions in the form of smart games for poor comprehenders has tremendous potential. The TERENCE ALS embodies that pote...

2013
Conor Linehan Nick Bull Ben Kirman

We propose that pervasive games designed with mechanics that are specifically in opposition with, or disruptive of, social rules of the environment in which they are played, have unique potential to provide interesting, provocative experiences for players. We explore this concept through the design and evaluation of an experimental game prototype, Shhh!, inspired by the juvenile game Bollocks, ...

2014
Imen Heloulou Mohammed Said Radjef M. Tahar Kechadi

We propose a novel approach for data clustering based on sequential multi-objective multi-act games (ClusSMOG). It automatically determines the number of clusters and optimises simultaneously the inertia and the connectivity objectives. The approach consists of three structured steps. The first step identifies initial clusters and calculates a set of conflict-clusters. In the second step, for e...

2015
Mark Broom Jan Rychtář

Recently, models of evolution have begun to incorporate structured populations, including spatial structure, through the modelling of evolutionary processes on graphs (evolutionary graph theory). One limitation of this otherwise quite general framework is that interactions are restricted to pairwise ones, through the edges connecting pairs of individuals. Yet many animal interactions can involv...

2017
Tomokatsu Onaga

Within the last ten years, models of evolution have begun to incorporate structured populations, including spatial structure, through the modelling of evolutionary processes on graphs (evolutionary graph theory). One limitation of this otherwise quite general framework is that interactions are restricted to pairwise ones, through the edges connecting pairs of individuals. Yet many animal intera...

2003
Michael Kearns Michael L. Littman Robert Schapire Manfred K. Warmuth

Game theory has emerged as the key tool for understanding and designing complex multiagent environments such as the Internet, systems of autonomous agents, and electronic communities or economies. To support these relatively recent uses of game theory — as well as for more ambitious modeling in some of the traditional application areas — there is a growing need for a computational theory that i...

جعفر زاده, سعیده, محمدخان کرمانشاهی, سیما,

Abstract Background & Aim: computer games have inevitably devoted a significant portion of children and adolescent's socialization. This study has been conducted with the aim of examining views of parents about the long-term effects of computer games on primary school girls. Material & Methods: It was a descriptive cross-sectional study. The sample consisted of 150 mothers of school girls...

Opponent modeling is a key challenge in Real-Time Strategy (RTS) games as the environment is adversarial in these games, and the player cannot predict the future actions of her opponent. Additionally, the environment is partially observable due to the fog of war. In this paper, we propose an opponent model which is robust to the observation noise existing due to the fog of war. In order to cope...

2013
Daniel Cownden Kimmo Eriksson Pontus Strimling

Recent game experiments have revealed that individual variation in behaviour across strategically distinct situations is correlated, and that these behavioural patterns are linked to personality traits [13] [4]. Classic experiments demonstrate that behaviour in games is determined as much by the framing of the game as by the strategic fundamentals of the game, that is the underlying pay-off mat...

Saadi Sami, Sadigh Mahmoudi, Sarhad Aghaei,

The purpose of this study was to compare the participation in physical activity and computer games on the social development of students. The population of this research was made up entirely of male students from secondary schools in the city of Marivan (mean age of 13.5 years). Among them, 300 were selected purposively (150 athletes, 150 computer games players). In order to collect the informa...

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