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Domains for Higher-Order Games [article]

Matthew Hague, Roland Meyer, Sebastian Muskalla
2017 arXiv   pre-print
We study two-player inclusion games played over word-generating higher-order recursion schemes.  ...  We show, via a second instantiation of the framework, that our finite domain can be optimized, leading to a (k+1)EXP algorithm for order-k recursion schemes.  ...  The Winner of a Higher-Order Game (HOG) Given: A higher-order game G. Question: Does Player win G? If so, effectively represent Player 's strategy.  ... 
arXiv:1705.00355v2 fatcat:ngi4bcvu2na7vdvunjrlspp5pq

Domains for Higher-Order Games * †

Matthew Hague, Roland Meyer, Sebastian Muskalla
unpublished
We study two-player inclusion games played over word-generating higher-order recursion schemes.  ...  We show, via a second instantiation of the framework, that our finite domain can be optimized, leading to a (k + 1)EXP algorithm for order-k recursion schemes.  ...  Domains for Higher-Order Games We propose two domains, abstract and optimized, that allow us to solve HOG.  ... 
fatcat:xasxyzkbojfrdjyfpfo37pwpk4

A Calculus of Coroutines [chapter]

J. Laird
2004 Lecture Notes in Computer Science  
Games can capture precisely the behaviour of higher-order programs in sequential languages, in a fashion which is very difficult or impossible for traditional forms of denotational semantics.  ...  The search for order-theoretic characterizations of higher-order sequentiality has led to the development of several candidate notions, such as stability [5] and strong stability [6] , and was arguably  ...  The combination of FM-sets and game semantics described above led to the development of a games model for a language of concurrent processes with higher-order message passing [23] , again with a full  ... 
doi:10.1007/978-3-540-27836-8_74 fatcat:hrcyftg22bcc3mw52qs3vbyr5y

Guest editors' introduction: special issue on Inductive Logic Programming (ILP 2019)

Dimitar Kazakov, Filip Železný
2020 Machine Learning  
In particular, learning in higher-order logics has recently demonstrated some important advantages over the traditional first-order setting, providing facilities for predicate invention and more flexibility  ...  Learning higher-order logic programs by A. Cropper, R. Morel, and S. Muggleton introduces inductive techniques for the said goal by extending the recent framework of meta-interpretive learning.  ...  Rather than the more usual goal of learning a game strategy, the authors consider a different yet also important problem in the domain: a learner is given game traces and the task is to learn the game  ... 
doi:10.1007/s10994-020-05891-7 fatcat:txbhiwylp5fojbehvadnu5me2e

A Semantic Navigation Model for Video Games [chapter]

Leonard van Driel, Rafael Bidarra
2009 Lecture Notes in Computer Science  
for specific situations.  ...  The role of semantics in this domain is highlighted and the presentation of the main components of this semantic navigation model is illustrated with a variety of examples.  ...  In order for the higher AI to specify what navigation can do for its goals, it has to express them in terms of a metric. For example, to find the shortest path, a metric of distance is needed.  ... 
doi:10.1007/978-3-642-10347-6_14 fatcat:52ejzafpzzbcjf5sgfgmvnlpdi

Real-Time Prediction of Gamers Behavior Using Variable Order Markov and Big Data Technology: A Case of Study

Alejandro Baldominos Gómez, Esperanza Albacete, Ignacio Merrero, Yago Saez
2016 International Journal of Interactive Multimedia and Artificial Intelligence  
In order to support a big volume and velocity of data, the system is built on top of the Hadoop ecosystem, using HBase for real-time processing; and the prediction tool is provided as a service (SaaS)  ...  In particular, it uses Variable-Order Markov (VOM) to build a probabilistic model that is able to use the historic behavior of gamers and to infer what will be their next actions.  ...  [28] and later by Deshpande & Karypis [10] , which also uses higher-order Markov models.  ... 
doi:10.9781/ijimai.2016.367 fatcat:sj2edzk3trc25akwmbqrvzn4h4

Predicting Software Projects Cost Estimation Based on Mining Historical Data

Hassan Najadat, Izzat Alsmadi, Yazan Shboul
2012 ISRN Software Engineering  
Those projects are divided into three domains: communication, finance, and game projects.  ...  Results showed also that games applications have higher values of the SLOCmath, coupling, cyclomatic complexity, and MCDC metrics.  ...  Games applications have higher values of SLOCmath and MCDC metrics.  ... 
doi:10.5402/2012/823437 fatcat:c7pa3smmdrbtrpiq3chtgfqgre

Exploring Gaze Behavior to Assess Performance in Digital Game-Based Learning Systems [article]

Brian An, Inki Kim, Erfan Pakdamanian, Donald E. Brown
2018 arXiv   pre-print
The recent growth of sophisticated digital gaming technologies has spawned an 8.1B industry around using these games for pedagogical purposes.  ...  This study presents a novel implicit eye-tracking based metric for digital game-based learning environments.  ...  Does higher domain knowledge, gaze bias, or higher traditional game scoring correlate to higher scores in the ETMP?  ... 
arXiv:1811.00981v1 fatcat:dujq5dzux5gorg6tg5fibt3fga

Fair Route Selection in Multi-Domain WSNs using Non-Cooperative Game Theory in Separate Sink Scenario

Sajee Singsanga, Wipawee Usaha
2017 ECTI Transactions  
Therefore, this paper proposes the Non-cooperative game algorithm based on Lemke Howson method (NCG-LH) for a packet forwarding game in non-cooperative multi-domain WSNs.  ...  An important use of multi-domain wireless sensor networks (WSNs) is resource sharing between different networks co-existing in the same area to prolong the network lifetime.  ...  PROBLEM FORMULATION In this section, NCG-LH algorithm is formally introduced in order to nd the best mutual policy for a packet forwarding game in multi-domain WSNs.  ... 
doi:10.37936/ecti-eec.2017152.171315 fatcat:u6fpmmysubgxhc3eevokosf2zy

Using focal point learning to improve human–machine tacit coordination

Inon Zuckerman, Sarit Kraus, Jeffrey S. Rosenschein
2010 Autonomous Agents and Multi-Agent Systems  
For example, the "DEFACTO" system [29] used artificial agents in the fire-fighting domain to train incident commanders.  ...  The Focal Point Learning approach results in classifiers with a 40-80% higher correct classification rate, and shorter training time, than when using regular classifiers, and a 35% higher correct classification  ...  Make the domains tacit coordination games (equal utility values for all possible choices). 2.  ... 
doi:10.1007/s10458-010-9126-5 fatcat:q7omnrrozrehxpgyn2tpmznruu

MCTS-Minimax Hybrids with State Evaluations

Hendrik Baier, Mark H. M. Winands
2018 The Journal of Artificial Intelligence Research  
Monte-Carlo Tree Search (MCTS) has been found to show weaker play than minimax-based search in some tactical game domains.  ...  Furthermore, all three hybrids are enhanced with the help of move ordering and k-best pruning for minimax.  ...  Acknowledgments This work was supported by the Netherlands Organization for Scientific Research (NWO) in the framework of the project Go4Nature, Grant 612.000.938.  ... 
doi:10.1613/jair.1.11208 fatcat:hucyxbndmbby3myc6fkisl4nw4

Periodicity of pricing and marketing efforts in a distribution channel

Salma Karray
2013 European Journal of Operational Research  
We develop a game theoretic model that accounts for pricing at each level of the channel, for the manufacturer's ME mix strategies (a direct ME to consumers and coop advertising program offered to the  ...  We compare the effect of pricing and ME decision periodicity on outputs for each channel member.  ...  For the manufacturer, it is important to compare outputs from R2 and R3 in order to determine the optimal game in the feasible domain (I and II).  ... 
doi:10.1016/j.ejor.2013.02.012 fatcat:lk2fqgoq3vcczkiu4rhsybs5qi

Domain-specific and domain-general training to improve kindergarten children's mathematics

Geetha B. Ramani, Susanne M. Jaeggi, Emily N. Daubert, Martin Buschkuehl
2017 Journal of Numerical Cognition  
Ensuring that kindergarten children have a solid foundation in early numerical knowledge is of critical importance for later mathematical achievement.  ...  As predicted, both interventions improved children's numerical magnitude knowledge as compared to a no-contact control group, suggesting that both domain-specific and domain-general interventions facilitate  ...  children from higher-income backgrounds and to improve young children's numerical knowledge in order to ensure a solid foundation for later mathematical understanding through adulthood.  ... 
doi:10.5964/jnc.v3i2.31 fatcat:ukszd3nzybfyvna4rgfu33nbsa

Teaching motor and emotional competencies in university students (Enseñar competencias motrices y emocionales en estudiantes universitarios)

Pere Lavega, Paulo Aráujo
2013 Cultura, Ciencia y Deporte  
However, in games with victory it achieved higher ratings than one of the socio-motor domains for both winning players (M = 2.89, SD = 3.94) and losers (M = 1.90, SD = 2.90).  ...  Indeed, even losing players gave higher ratings here than in the opposition domain. Furthermore, the ratings of winners were higher than those in the cooperation/opposition domain.  ... 
doi:10.12800/ccd.v8i22.219 fatcat:cxdf227rhnh7rbjiez55ts32uu

Extending GWAPs for Building Profile Aware Associative Networks [chapter]

Abdelraouf Hecham, Madalina Croitoru, Pierre Bisquert, Patrice Buche
2016 Lecture Notes in Computer Science  
While giving out numerous practical advantages, existing Games With a Purpose (GWAPs) for eliciting associative networks cannot be employed in certain domains (for example in customer associations analysis  ...  In order to answer this question we present the KAT (Knowledge Acqui-siTion) game that extends upon the state of the art by considering agent profiling.  ...  The authors are grateful to DUR-DUR participants and IUT AS students for the help with the experimentation.  ... 
doi:10.1007/978-3-319-40985-6_4 fatcat:dwqilnnvn5ekxkgk6un667fg2y
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