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TAMODIA
2007
13 years 9 months ago
Exploring Usability Needs by Human-Computer Interaction Patterns
Abstract. Covering quality aspects such as usability through the software development life cycle is challenging. These “-ilities” are generally difficult to grasp and usually ...
Markus Specker, Ina Wentzlaff
WCE
2007
13 years 9 months ago
A Proactive Horizontal Handover Algorithm for WiFi-WiMax Interoperable Networks
— Two important high bandwidth wireless certifications in our days are Worldwide Interoperability for Microwave Access (WiMax) and Wireless Fidelity (WiFi). They can interoperate...
Álvaro Suárez Sarmiento, Kholoud Elb...
AIIDE
2009
13 years 9 months ago
Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game
In most modern video games, content (e.g. models, levels, weapons, etc.) shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. ...
Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanle...
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
Closing the learning-planning loop with predictive state representations
A central problem in artificial intelligence is to choose actions to maximize reward in a partially observable, uncertain environment. To do so, we must learn an accurate model of ...
Byron Boots, Sajid M. Siddiqi, Geoffrey J. Gordon