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TCIAIG
2010
13 years 2 months ago
The Design of Puzzle Selection Strategies for ESP-Like GWAP Systems
The `Games With A Purpose' (GWAP) genre is a type of `Human Computation' that outsources certain steps of the computational process to humans. Although most GWAP studies ...
Ling-Jyh Chen, Bo-Chun Wang, Wen-Yuan Zhu
TSMC
2008
117views more  TSMC 2008»
13 years 6 months ago
Discovery of High-Level Behavior From Observation of Human Performance in a Strategic Game
This paper explores the issues faced in creating a sys-4 tem that can learn tactical human behavior merely by observing5 a human perform the behavior in a simulation. More specific...
Brian S. Stensrud, Avelino J. Gonzalez
TCIAIG
2010
13 years 2 months ago
Learning to Drive in the Open Racing Car Simulator Using Online Neuroevolution
In this paper, we applied online neuroevolution to evolve nonplayer characters for The Open Racing Car Simulator (TORCS). While previous approaches allowed online learning with per...
Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi
WSC
2000
13 years 9 months ago
Model abstraction for discrete event systems using neural networks and sensitivity information
STRACTION FOR DISCRETE EVENT SYSTEMS USING NEURAL NETWORKS AND SENSITIVITY INFORMATION Christos G. Panayiotou Christos G. Cassandras Department of Manufacturing Engineering Boston ...
Christos G. Panayiotou, Christos G. Cassandras, We...
FLAIRS
2004
13 years 9 months ago
Agent-based Players for a First-person Entertainment-based Real-time Artificial Environment
The necessity for improved players and opponents in firstperson entertainment-based real-time artificial environments has inspired our research into artificial game players. We em...
G. Michael Youngblood, Lawrence B. Holder