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ATAL
2010
Springer
13 years 9 months ago
Planning against fictitious players in repeated normal form games
Planning how to interact against bounded memory and unbounded memory learning opponents needs different treatment. Thus far, however, work in this area has shown how to design pla...
Enrique Munoz de Cote, Nicholas R. Jennings
ATAL
2010
Springer
13 years 9 months ago
Pure Nash equilibria: complete characterization of hard and easy graphical games
We consider the computational complexity of pure Nash equilibria in graphical games. It is known that the problem is NP-complete in general, but tractable (i.e., in P) for special...
Albert Xin Jiang, MohammadAli Safari
SI3D
2010
ACM
13 years 8 months ago
Efficient irradiance normal mapping
Irradiance normal mapping is a method to combine two popular techniques, light mapping and normal mapping, and is used in games such as Half-Life 2 or Halo 3. This combination all...
Ralf Habel, Michael Wimmer
BMCBI
2010
233views more  BMCBI 2010»
13 years 8 months ago
Odefy -- From discrete to continuous models
Background: Phenomenological information about regulatory interactions is frequently available and can be readily converted to Boolean models. Fully quantitative models, on the ot...
Jan Krumsiek, Sebastian Pölsterl, Dominik M. ...
CORR
2006
Springer
99views Education» more  CORR 2006»
13 years 8 months ago
Rational stochastic languages
In probabilistic grammatical inference, a usual goal is to infer a good approximation of an unknown distribution P called a stochastic language. The estimate of P stands in some cl...
François Denis, Yann Esposito