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DAGM
2003
Springer
14 years 2 months ago
Learning Human-Like Opponent Behavior for Interactive Computer Games
Compared to their ancestors in the early 1970s, present day computer games are of incredible complexity and show magnificent graphical performance. However, in programming intelli...
Christian Bauckhage, Christian Thurau, Gerhard Sag...
CHI
2009
ACM
14 years 9 months ago
Synchronized communication and coordinated views: qualitative data discovery for team game user studies
We present a tool for qualitative data discovery that aids researchers in analyzing synchronized log data with audio collected from multiple computers. The tool was originally dev...
William A. Hamilton, Zachary O. Toups, Andruid Ker...
ISCAS
2006
IEEE
160views Hardware» more  ISCAS 2006»
14 years 2 months ago
Address-event image sensor network
We describe a sensor network based on smart requirements of the network. This will provide a new approach imager sensors able to extract events of interest from a scene. for compos...
Eugenio Culurciello, Andreas Savvides
AAAI
2012
11 years 11 months ago
Characterizing Multi-Agent Team Behavior from Partial Team Tracings: Evidence from the English Premier League
Real-world AI systems have been recently deployed which can automatically analyze the plan and tactics of tennis players. As the game-state is updated regularly at short intervals...
Patrick Lucey, Alina Bialkowski, Peter Carr, Eric ...
ESORICS
2007
Springer
14 years 3 months ago
Towards Modeling Trust Based Decisions: A Game Theoretic Approach
Current trust models enable decision support at an implicit level by means of thresholds or constraint satisfiability. Decision support is mostly included only for a single binary...
Vidyaraman Sankaranarayanan, Madhusudhanan Chandra...