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CIG
2006
IEEE
14 years 1 months ago
Evolving Adaptive Play for the Game of Spoof Using Genetic Programming
Abstract— Many games require opponent modelling for optimal performance. The implicit learning and adaptive nature of evolutionary computation techniques offer a natural way to d...
Mark Wittkamp, Luigi Barone
AAAI
2006
13 years 9 months ago
Prob-Maxn: Playing N-Player Games with Opponent Models
Much of the work on opponent modeling for game tree search has been unsuccessful. In two-player, zero-sum games, the gains from opponent modeling are often outweighed by the cost ...
Nathan R. Sturtevant, Martin Zinkevich, Michael H....
ATAL
2008
Springer
13 years 9 months ago
Using adaptive consultation of experts to improve convergence rates in multiagent learning
In this paper we study the use of experts algorithms in a multiagent setting. In this paper we allow agents to use multiple experts and explore different experts algorithms that a...
Greg Hines, Kate Larson
SGAI
2009
Springer
14 years 2 months ago
Explaining How to Play Real-Time Strategy Games
Real-time strategy games share many aspects with real situations in domains such as battle planning, air traffic control, and emergency response team management which makes them a...
Ronald A. Metoyer, Simone Stumpf, Christoph Neuman...
JCIT
2007
131views more  JCIT 2007»
13 years 7 months ago
Experiential Motives for Playing Online Games
Online games represent a burgeoning market sector of increasing economic importance. The distinctive entertainment-oriented features of such games provide various experiential val...
Dong-Mo Koo, Soo-Hyung Lee, Heung-Seub Chang