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CIG
2005
IEEE
15 years 9 months ago
A Hybrid AI System for Agent Adaptation in a First Person Shooter
The aim of developing an agent that is able to adapt its actions in response to their effectiveness within the game provides the basis for the research presented in this paper. It ...
Abdennour El Rhalibi, Michael Burkey
125
Voted
CG
2008
Springer
15 years 5 months ago
Whole-History Rating: A Bayesian Rating System for Players of Time-Varying Strength
Whole-History Rating (WHR) is a new method to estimate the time-varying strengths of players involved in paired comparisons. Like many variations of the Elo rating system, the whol...
Rémi Coulom
111
Voted
JSAC
2008
70views more  JSAC 2008»
15 years 3 months ago
Managing a Peer-to-Peer Data Storage System in a Selfish Society
We compare two possible mechanisms to manage a peer-to-peer storage system, where participants can store data online on the disks of peers in order to increase data availability an...
Patrick Maillé, László Toka
118
Voted
SERP
2004
15 years 5 months ago
Software Specification of MERTIS: Modifiable Extensible Real-Time Interactive Simulation System
Game and simulation development is a difficult process because there are many low level infrastructure concerns that need to be addressed. This is a barrier to development for ine...
Frederick C. Harris Jr., Leandro Basallo, Ryan E. ...
ACL
2010
15 years 1 months ago
Talking NPCs in a Virtual Game World
This paper describes the KomParse system, a natural-language dialog system in the three-dimensional virtual world Twinity. In order to fulfill the various communication demands be...
Tina Klüwer, Peter Adolphs, Feiyu Xu, Hans Us...