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IJCAI
2003
13 years 11 months ago
Learning Minesweeper with Multirelational Learning
Minesweeper is a one-person game which looks deceptively easy to play, but where average human performance is far from optimal. Playing the game requires logical, arithmetic and p...
Lourdes Peña Castillo, Stefan Wrobel
AAMAS
2006
Springer
13 years 10 months ago
Handling Communication Restrictions and Team Formation in Congestion Games
Abstract. There are many domains in which a multi-agent system needs to maximize a "system utility" function which rates the performance of the entire system, while subje...
Adrian K. Agogino, Kagan Tumer
ACMACE
2009
ACM
13 years 11 months ago
Developing multiplayer pervasive games and networked interactive installations using ad hoc mobile sensor nets
We here present Fun in Numbers (FinN), a framework for developing pervasive applications and interactive installations for entertainment and educational purposes. Using ad hoc mob...
Orestis Akribopoulos, Marios Logaras, Nikos Vasila...
AIR
2004
91views more  AIR 2004»
13 years 9 months ago
A Personalized Defection Detection and Prevention Procedure based on the Self-Organizing Map and Association Rule Mining: Applie
Abstract. Customer retention is an increasingly pressing issue in today's competitive environment. This paper proposes a personalized defection detection and prevention proced...
Hee Seok Song, Jae Kyeong Kim, Yeong Bin Cho, Soun...
ICMCS
2006
IEEE
152views Multimedia» more  ICMCS 2006»
14 years 3 months ago
GPCD: Grid-based Predictive Collision Detection for Large-scale Environments in Computer Games
Given a time horizon parameter h and an object set O, predictive collision detection finds all the object pairs < oi, oj, ti > which will collide in the future time interva...
Zhiwen Yu, Hau-San Wong