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MODELS
2007
Springer
14 years 1 months ago
Model-Based Design of Computer-Controlled Game Character Behavior
Recently, the complexity of modern, real-time computer games has increased drastically. The need for sophisticated game AI, in particular for Non-Player Characters, grows with the ...
Jörg Kienzle, Alexandre Denault, Hans Vanghel...
SIGCSE
2006
ACM
179views Education» more  SIGCSE 2006»
14 years 1 months ago
Fifteen compilers in fifteen days
Traditional approaches to semester-long projects in compiler courses force students to implement the early stages of a compiler in depth; since many students fall behind, they hav...
Jeremy D. Frens, Andrew Meneely
SEMCO
2009
IEEE
14 years 2 months ago
LAIR: A Language for Automated Semantics-Aware Text Sanitization Based on Frame Semantics
—We present LAIR: A domain-specific language that enables users to specify actions to be taken upon meeting specific semantic frames in a text, in particular to rephrase and re...
Steffen Hedegaard, Søren Houen, Jakob Grue ...
ECML
2007
Springer
14 years 1 months ago
Graph-Based Domain Mapping for Transfer Learning in General Games
A general game player is an agent capable of taking as input a description of a game’s rules in a formal language and proceeding to play without any subsequent human input. To do...
Gregory Kuhlmann, Peter Stone
DELTA
2010
IEEE
14 years 16 days ago
Algorithm Transformation for FPGA Implementation
— High level hardware description languages aim to make hardware design more like programming software. These languages are often used to accelerate legacy software algorithms by ...
Donald G. Bailey, Christopher T. Johnston