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ICGA
2008
208views Optimization» more  ICGA 2008»
13 years 9 months ago
Cross-Entropy for Monte-Carlo Tree Search
Recently, Monte-Carlo Tree Search (MCTS) has become a popular approach for intelligent play in games. Amongst others, it is successfully used in most state-of-the-art Go programs....
Guillaume Chaslot, Mark H. M. Winands, Istvan Szit...
CHI
2006
ACM
14 years 9 months ago
Interweaving mobile games with everyday life
We introduce a location?based game called Feeding Yoshi that provides an example of seamful design, in which key characteristics of its underlying technologies--the coverage and s...
Marek Bell, Matthew Chalmers, Louise Barkhuus, Mal...
IJCAI
2007
13 years 10 months ago
Transfer Learning in Real-Time Strategy Games Using Hybrid CBR/RL
The goal of transfer learning is to use the knowledge acquired in a set of source tasks to improve performance in a related but previously unseen target task. In this paper, we pr...
Manu Sharma, Michael P. Holmes, Juan Carlos Santam...
CIG
2005
IEEE
14 years 2 months ago
Synchronous and Asynchronous Network Evolution in a Population of Stubborn Prisoners
— We study by computer simulation a population of individuals playing the prisoner’s dilemma game. Each player has an invariable strategy (cooperate or defect) but the network ...
Leslie Luthi, Mario Giacobini, Marco Tomassini
DIGRA
2005
Springer
14 years 2 months ago
A Short and Simple Definition of What a Videogame Is
Videogames have been studied seriously only for a few years. So, we can wonder how we could use the recent academic works to approach new design methods. This article proposes a f...
Nicolas Esposito