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2005
Springer
14 years 1 months ago
Average Reward Timed Games
We consider real-time games where the goal consists, for each player, in maximizing the average amount of reward he or she receives per time unit. We consider zero-sum rewards, so ...
B. Thomas Adler, Luca de Alfaro, Marco Faella
ICANN
2005
Springer
14 years 1 months ago
Evolution of Heuristics for Give-Away Checkers
The efficacy of two evolutionary approaches to the problem of generation of heuristical linear and non-linear evaluation functions in the game of give-away checkers is tested in th...
Magdalena Kusiak, Karol Waledzik, Jacek Mandziuk
GECCO
2004
Springer
14 years 1 months ago
Evolving a Roving Eye for Go
Go remains a challenge for artificial intelligence. Currently, most machine learning methods tackle Go by playing on a specific fixed board size, usually smaller than the standa...
Kenneth O. Stanley, Risto Miikkulainen
AIIDE
2007
13 years 10 months ago
Automatic Design of Balanced Board Games
AI techniques are already widely used in game software to provide computer-controlled opponents for human players. However, game design is a more-challenging problem than game pla...
Joe Marks, Vincent Hom
VTC
2010
IEEE
163views Communications» more  VTC 2010»
13 years 6 months ago
Channel Allocation in a Multiple Distributed Vehicular Users Using Game Theory
— In this paper, we look into the channel allocation problem for a non-cooperative cognitive vehicular ad-hoc communication network with multiple communicating pairs distributed ...
Yusita Kasdani, Yong Huat Chew, Chau Yuen, Woon Ha...