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NIPS
1993
13 years 10 months ago
Temporal Difference Learning of Position Evaluation in the Game of Go
The game of Go has a high branching factor that defeats the tree search approach used in computer chess, and long-range spatiotemporal interactions that make position evaluation e...
Nicol N. Schraudolph, Peter Dayan, Terrence J. Sej...
MST
2010
93views more  MST 2010»
13 years 7 months ago
Atomic Congestion Games: Fast, Myopic and Concurrent
We study here the effect of concurrent greedy moves of players in atomic congestion games where n selfish agents (players) wish to select a resource each (out of m resources) so ...
Dimitris Fotakis, Alexis C. Kaporis, Paul G. Spira...
PERVASIVE
2011
Springer
13 years 7 hour ago
Text Text Revolution: A Game That Improves Text Entry on Mobile Touchscreen Keyboards
Mobile devices often utilize touchscreen keyboards for text input. However, due to the lack of tactile feedback and generally small key sizes, users often produce typing errors. Ke...
Dmitry Rudchenko, Tim Paek, Eric Badger
MMM
2006
Springer
124views Multimedia» more  MMM 2006»
14 years 3 months ago
Automatic "Go" record generation from a TV program
We present a video recognition system of a “Go” TV program. It generates a Go play record automatically from a broadcast of Go played by human professionals. “Go” is the a...
K. Yanai, T. Hayashiyama
NN
2006
Springer
140views Neural Networks» more  NN 2006»
13 years 9 months ago
Neural mechanism for stochastic behaviour during a competitive game
Previous studies have shown that non-human primates can generate highly stochastic choice behaviour, especially when this is required during a competitive interaction with another...
Alireza Soltani, Daeyeol Lee, Xiao-Jing Wang