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ACMACE
2006
ACM
15 years 10 months ago
Motivated reinforcement learning for non-player characters in persistent computer game worlds
Massively multiplayer online computer games are played in complex, persistent virtual worlds. Over time, the landscape of these worlds evolves and changes as players create and pe...
Kathryn Elizabeth Merrick, Mary Lou Maher
DATE
2005
IEEE
109views Hardware» more  DATE 2005»
15 years 10 months ago
ISEGEN: Generation of High-Quality Instruction Set Extensions by Iterative Improvement
Customization of processor architectures through Instruction Set Extensions (ISEs) is an effective way to meet the growing performance demands of embedded applications. A high-qua...
Partha Biswas, Sudarshan Banerjee, Nikil D. Dutt, ...
ICTAI
2005
IEEE
15 years 10 months ago
Planning with POMDPs Using a Compact, Logic-Based Representation
Partially Observable Markov Decision Processes (POMDPs) provide a general framework for AI planning, but they lack the structure for representing real world planning problems in a...
Chenggang Wang, James G. Schmolze
IEEECIT
2005
IEEE
15 years 10 months ago
Case Study: Distance-Based Image Retrieval in the MoBIoS DBMS
Similarity search leveraging distance-based index structures is increasingly being used for complex data types. It has been shown that for high dimensional uniform vectors with si...
Rui Mao, Wenguo Liu, Daniel P. Miranker, Qasim Iqb...
121
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IPPS
2005
IEEE
15 years 10 months ago
Production Scheduling by Reachability Analysis - A Case Study
— Schedule synthesis based on reachability analysis of timed automata has received attention in the last few years. The main strength of this approach is that the expressiveness ...
Gerd Behrmann, Ed Brinksma, Martijn Hendriks, Ange...