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» Automatic Generation of Game Level Solutions as Storyboards
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EPS
1998
Springer
13 years 11 months ago
Complete Classes of Strategies for the Classical Iterated Prisoner's Dilemma
The Classical Iterated Prisoner's Dilemma (CIPD) is used to study the evolution of cooperation. We show, with a genetic approach, how basic ideas could be used in order to gen...
Bruno Beaufils, Jean-Paul Delahaye, Philippe Mathi...
CEC
2007
IEEE
14 years 1 months ago
Fingerprint analysis of the noisy prisoner's dilemma
Abstract— Fingerprinting is a technique that permits automatic classification of strategies for playing a game. In this study the evolution of strategies for playing the iterate...
Daniel A. Ashlock, Eun-Youn Kim, Wendy Ashlock
LOPSTR
2004
Springer
14 years 26 days ago
Determinacy Analysis for Logic Programs Using Mode and Type Information
We propose an analysis for detecting procedures and goals that are deterministic (i.e. that produce at most one solution), or predicates whose clause tests are mutually exclusive (...
Pedro López-García, Francisco Bueno,...
JCP
2008
131views more  JCP 2008»
13 years 7 months ago
Multi-Index Cooperative Mixed Strategy for Service Selection Problem in Service-Oriented Architecture
Under the environment of Service-Oriented Architecture (SOA), service users have to decide how to choose the proper provider from the candidates to obtain optimal service level. Th...
Yimin Shen, Jing Zhang, Yushun Fan
NEUROSCIENCE
2001
Springer
13 years 12 months ago
Role of the Cerebellum in Time-Critical Goal-Oriented Behaviour: Anatomical Basis and Control Principle
The Brain is a slow computer yet humans can skillfully play games such as tennis where very fast reactions are required. Of particular interest is the evidence for strategic thinki...
Guido Bugmann