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DAGM
2003
Springer
14 years 26 days ago
Learning Human-Like Opponent Behavior for Interactive Computer Games
Compared to their ancestors in the early 1970s, present day computer games are of incredible complexity and show magnificent graphical performance. However, in programming intelli...
Christian Bauckhage, Christian Thurau, Gerhard Sag...
CORR
2004
Springer
137views Education» more  CORR 2004»
13 years 7 months ago
Implementation of Logical Functions in the Game of Life
: The Game of Life cellular automaton is a classical example of a massively parallel collision-based computing device. The automaton exhibits mobile patterns, gliders, and generato...
Jean-Philippe Rennard
AIIDE
2008
13 years 10 months ago
Otello: A Next-Generation Reputation System for Humans and NPCs
This paper introduces Online Alchemy's Otello technology as a way to enable reputational capabilities beyond any found in games or other online social contexts today. This te...
Michael Sellers
ICIP
2002
IEEE
14 years 9 months ago
Extract highlights from baseball game video with hidden Markov models
In this paper, we describe a statistical method to detect highlights in a baseball game video. The input video is first segmented into scene shots, within which the camera motion ...
Peng Chang, Mei Han, Yihong Gong
IJCAI
2007
13 years 9 months ago
A Game-Theoretic Analysis of Strictly Competitive Multiagent Scenarios
This paper is a comparative study of game-theoretic solution concepts in strictly competitive multiagent scenarios, as commonly encountered in the context of parlor games, competi...
Felix Brandt, Felix A. Fischer, Paul Harrenstein, ...