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ALDT
2009
Springer
207views Algorithms» more  ALDT 2009»
14 years 3 months ago
Anytime Self-play Learning to Satisfy Functional Optimality Criteria
We present an anytime multiagent learning approach to satisfy any given optimality criterion in repeated game self-play. Our approach is opposed to classical learning approaches fo...
Andriy Burkov, Brahim Chaib-draa
CHI
2010
ACM
14 years 3 months ago
Understanding and evaluating cooperative games
Cooperative design has been an integral part of many games. With the success of games like Left4Dead, many game designers and producers are currently exploring the addition of coo...
Magy Seif El-Nasr, Bardia Aghabeigi, David Milam, ...
ICDE
1999
IEEE
139views Database» more  ICDE 1999»
14 years 10 months ago
Clustering Large Datasets in Arbitrary Metric Spaces
Clustering partitions a collection of objects into groups called clusters, such that similar objects fall into the same group. Similarity between objects is defined by a distance ...
Venkatesh Ganti, Raghu Ramakrishnan, Johannes Gehr...
ALGORITHMICA
2002
101views more  ALGORITHMICA 2002»
13 years 8 months ago
Improved Algorithms for Constructing Fault-Tolerant Spanners
Let S be a set of n points in a metric space, and k a positive integer. Algorithms are given that construct k-fault-tolerant spanners for S. If in such a spanner at most k vertice...
Christos Levcopoulos, Giri Narasimhan, Michiel H. ...
AAAI
2006
13 years 10 months ago
Overconfidence or Paranoia? Search in Imperfect-Information Games
We derive a recursive formula for expected utility values in imperfect- information game trees, and an imperfectinformation game tree search algorithm based on it. The formula and...
Austin Parker, Dana S. Nau, V. S. Subrahmanian