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GAMEON
2009
13 years 5 months ago
Explorations in Player Motivations: Game Mechanics
This article, assuming that player motivations are the outcome of continuous player-environment interactions, applies the needs framework of Murray (1938) to a computer game and i...
Barbaros Bostan, Ugur Kaplancali
ECCV
2008
Springer
14 years 9 months ago
Movie/Script: Alignment and Parsing of Video and Text Transcription
Abstract. Movies and TV are a rich source of diverse and complex video of people, objects, actions and locales "in the wild". Harvesting automatically labeled sequences o...
Timothee Cour, Chris Jordan, Eleni Miltsakaki, Ben...
CVPR
1999
IEEE
14 years 9 months ago
Time-Series Classification Using Mixed-State Dynamic Bayesian Networks
We present a novel mixed-state dynamic Bayesian network (DBN) framework for modeling and classifying timeseries data such as object trajectories. A hidden Markov model (HMM) of di...
Vladimir Pavlovic, Brendan J. Frey, Thomas S. Huan...
AGENTS
2001
Springer
13 years 12 months ago
It knows what you're going to do: adding anticipation to a Quakebot
The complexity of AI characters in computer games is continually improving; however they still fall short of human players. In this paper we describe an AI bot for the game Quake ...
John E. Laird
SAGT
2009
Springer
131views Game Theory» more  SAGT 2009»
14 years 1 months ago
The Computational Complexity of Weak Saddles
Abstract. We continue the recently initiated study of the computational aspects of weak saddles, an ordinal set-valued solution concept proposed by Shapley. Brandt et al. gave a po...
Felix Brandt, Markus Brill, Felix A. Fischer, Jan ...