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ACMACE
2006
ACM
14 years 2 months ago
Motivated reinforcement learning for non-player characters in persistent computer game worlds
Massively multiplayer online computer games are played in complex, persistent virtual worlds. Over time, the landscape of these worlds evolves and changes as players create and pe...
Kathryn Elizabeth Merrick, Mary Lou Maher
DASFAA
2006
IEEE
123views Database» more  DASFAA 2006»
14 years 2 months ago
DTD-Diff: A Change Detection Algorithm for DTDs
The DTD of a set of XML documents may change due to many reasons such as changes to the real world events, changes to the user’s requirements, and mistakes in the initial design....
Erwin Leonardi, Tran T. Hoai, Sourav S. Bhowmick, ...
IROS
2006
IEEE
114views Robotics» more  IROS 2006»
14 years 2 months ago
Rendering a Rigid Virtual World through an Impulsive Haptic Interface
— This paper deals with the haptic rendering of collisions between a human operator and rigid objects in a virtual environment. The focus being on high-velocity impacts on a rigi...
Emmanuel B. Vander Poorten, Yasuyoshi Yokokohji
SMALLTALK
2007
Springer
14 years 2 months ago
Encapsulating and exploiting change with changeboxes
Real world software systems change continuously to meet new demands. Most programming languages and development environments, however, are more concerned with limiting the effects...
Marcus Denker, Tudor Gîrba, Adrian Lienhard,...
BPM
2008
Springer
143views Business» more  BPM 2008»
13 years 10 months ago
Mining Based on Learning from Process Change Logs
In today's dynamic business world economic success of an enterprise increasingly depends on its ability to react to internal and external changes in a quick and flexible way. ...
Chen Li, Manfred Reichert, Andreas Wombacher