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» Heuristic Evaluation Functions for General Game Playing
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ATAL
2008
Springer
13 years 9 months ago
Modeling how humans reason about others with partial information
Computer agents participate in many collaborative and competitive multiagent domains in which humans make decisions. For computer agents to interact successfully with people in su...
Sevan G. Ficici, Avi Pfeffer
CORR
2010
Springer
149views Education» more  CORR 2010»
13 years 7 months ago
Pebbling and Branching Programs Solving the Tree Evaluation Problem
We study restricted computation models related to the tree evaluation problem. The TEP was introduced in earlier work as a simple candidate for the (very) long term goal of separa...
Dustin Wehr
DOCENG
2006
ACM
14 years 1 months ago
Fast and simple XML tree differencing by sequence alignment
With the advent of XML we have seen a renewed interest in methods for computing the difference between trees. Methods that include heuristic elements play an important role in pr...
Tancred Lindholm, Jaakko Kangasharju, Sasu Tarkoma
SAC
2009
ACM
14 years 9 days ago
Aspect-oriented procedural content engineering for game design
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...
Walter Cazzola, Diego Colombo, Duncan Harrison
IDA
1997
Springer
13 years 11 months ago
How to Find Big-Oh in Your Data Set (and How Not to)
The empirical curve bounding problem is de ned as follows. Suppose data vectors X Y are presented such that E(Y i]) = f(X i]) where f(x) is an unknown function. The problem is to a...
Catherine C. McGeoch, Doina Precup, Paul R. Cohen