We have previously investigated the use of artificial neural networks to ride simulated motorbikes in a new computer game. These artificial neural networks were trained using two d...
Abstract-- Beside their stunning graphics, modern entertainment systems feature ever-higher levels of immersive userinteraction. Today, this is mostly achieved by virtual (VR) and ...
Ernst A. Heinz, Kai S. Kunze, Matthias Gruber, Dav...
Abstract— This paper introduces quantitative measurements/metrics of qualitative entertainment features within interactive playgrounds inspired by computer games and proposes art...
Georgios N. Yannakakis, Henrik Hautop Lund, John H...
Abstract— Many games require opponent modelling for optimal performance. The implicit learning and adaptive nature of evolutionary computation techniques offer a natural way to d...
The Voronoi game is a two-person game which is a model for a competitive facility location. The game is done on a continuous domain, and only two special cases (1-dimensional case ...
— This paper develops an approach to the capture and measurement of the information contained in opponents’ bet actions in seven card stud poker. We develop a causal model link...
— Game environments provide a good domain for serious simulations such as those used in training Navy conning officers. Currently, a typical training scenario requires multiple ...
Adam Olenderski, Monica N. Nicolescu, Sushil J. Lo...