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LREC
2010
135views Education» more  LREC 2010»
13 years 9 months ago
The PlayMancer Database: A Multimodal Affect Database in Support of Research and Development Activities in Serious Game Environm
The present paper reports on a recent effort that resulted in the establishment of a unique multimodal affect database, referred to as the PlayMancer database. This database was c...
Theodoros Kostoulas, Otilia Kocsis, Todor Ganchev,...
CHI
2008
ACM
14 years 8 months ago
Stirring up experience through movement in game play: effects on engagement and social behaviour
The recent development of controllers designed around natural body movements has altered the nature of gaming and contributed towards it being marketed as a more social activity. ...
James Le Couteur, Nadia Berthouze, Siân E. L...
COLT
1994
Springer
13 years 11 months ago
Playing the Matching-Shoulders Lob-Pass Game with Logarithmic Regret
The best previous algorithmfor the matching shoulders lob-pass game, Abe and Takeuchi's (1993)ARTHUR, suffered O(t1
Joe Kilian, Kevin J. Lang, Barak A. Pearlmutter
AIIDE
2008
13 years 10 months ago
Agent Learning using Action-Dependent Learning Rates in Computer Role-Playing Games
We introduce the ALeRT (Action-dependent Learning Rates with Trends) algorithm that makes two modifications to the learning rate and one change to the exploration rate of traditio...
Maria Cutumisu, Duane Szafron, Michael H. Bowling,...
JMLR
2010
149views more  JMLR 2010»
13 years 2 months ago
Coherent Inference on Optimal Play in Game Trees
Round-based games are an instance of discrete planning problems. Some of the best contemporary game tree search algorithms use random roll-outs as data. Relying on a good policy, ...
Philipp Hennig, David H. Stern, Thore Graepel