Sciweavers

72 search results - page 6 / 15
» Online Adaptable Learning Rates for the Game Connect-4
Sort
View
TCIAIG
2010
13 years 2 months ago
Game Bot Detection via Avatar Trajectory Analysis
The objective of this work is to automatically detect the use of game bots in online games based on the trajectories of account users. Online gaming has become one of the most popu...
Hsing-Kuo Pao, Kuan-Ta Chen, Hong-Chung Chang
CIG
2005
IEEE
14 years 1 months ago
A Generic Approach for Generating Interesting Interactive Pac-Man Opponents
This paper follows on from our previous work focused on formulating an efficient generic measure of user’s satisfaction (‘interest’) when playing predator/prey games. Viewin...
Georgios N. Yannakakis, John Hallam
ML
2000
ACM
126views Machine Learning» more  ML 2000»
13 years 7 months ago
Learning to Play Chess Using Temporal Differences
In this paper we present TDLEAF( ), a variation on the TD( ) algorithm that enables it to be used in conjunction with game-tree search. We present some experiments in which our che...
Jonathan Baxter, Andrew Tridgell, Lex Weaver
ICDM
2007
IEEE
157views Data Mining» more  ICDM 2007»
13 years 9 months ago
Training Conditional Random Fields by Periodic Step Size Adaptation for Large-Scale Text Mining
For applications with consecutive incoming training examples, on-line learning has the potential to achieve a likelihood as high as off-line learning without scanning all availabl...
Han-Shen Huang, Yu-Ming Chang, Chun-Nan Hsu
ACMACE
2006
ACM
14 years 1 months ago
An empirical evaluation of TCP performance in online games
A fundamental design question to ask in the development of a network game is—Which transport protocol should be used—TCP, UDP, or some other protocols? Seeking an objective an...
Kuan-Ta Chen, Chun-Ying Huang, Polly Huang, Chin-L...