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106
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AAMAS
2006
Springer
15 years 3 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
169
Voted
AAMAS
2010
Springer
15 years 3 months ago
Teaching a pet-robot to understand user feedback through interactive virtual training tasks
Abstract In this paper, we present a human-robot teaching framework that uses "virtual" games as a means for adapting a robot to its user through natural interaction in a...
Anja Austermann, Seiji Yamada
136
Voted
TCIAIG
2010
14 years 10 months ago
Controlled Procedural Terrain Generation Using Software Agents
Procedural terrain generation is used to create landforms for applications such as computer games and flight simulators. While most of the existing work has concentrated on algori...
Jonathon Doran, Ian Parberry
132
Voted
CHI
2004
ACM
15 years 9 months ago
The untapped world of video games
Due to fierce industry competition and demand for novelty, games are a fertile research setting for studying interface design, input devices, graphics, social communication and de...
Kevin Keeker, Randy J. Pagulayan, Jonathan Sykes, ...
131
Voted
AIIDE
2008
15 years 5 months ago
Automatic Generation of Game Level Solutions as Storyboards
Interactive Storytelling techniques are attracting much interest for their potential to develop new game genres but also as another form of procedural content generation, specific...
David Pizzi, Marc Cavazza, Alex Whittaker, Jean-Lu...