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AAI
2010
195views more  AAI 2010»
13 years 4 months ago
Automatic Extraction of Go Game Positions from Images: a Multi-Strategical Approach to Constrained Multi-Object Recognition
Here, we present a constrained object recognition task that has been robustly solved largely with simple machine learning methods, using a small corpus of about 100 images taken u...
Alexander K. Seewald
VRCAI
2009
ACM
14 years 2 months ago
Towards Virtual Reality games
Game engines of cinematic quality, broadband networking and advances in Virtual Reality (VR) technologies are setting the stage to allow players to have shared, “better-than-lif...
Andrei Sherstyuk, Dale Vincent, Anton Treskunov
INFOCOM
2006
IEEE
14 years 1 months ago
Bottleneck Routing Games in Communication Networks
—We consider routing games where the performance of each user is dictated by the worst (bottleneck) element it employs. We are given a network, finitely many (selfish) users, eac...
Ron Banner, Ariel Orda
GECCO
2003
Springer
133views Optimization» more  GECCO 2003»
14 years 23 days ago
Dynamic Strategies in a Real-Time Strategy Game
Abstract. Most modern real-time strategy computer games have a sophisticated but fixed ‘AI’ component that controls the computer’s actions. Once the user has learned how suc...
William Joseph Falke II, Peter Ross
TARK
2007
Springer
14 years 1 months ago
Explaining quantity implicatures
We give derivations of two formal models of Gricean Quantity1 implicature and strong exhaustivity (Van Rooij and Schulz, 2004; Schulz and Van Rooij, 2006), in bidirectional optima...
Tikitu de Jager, Robert van Rooij