Auswahl der wissenschaftlichen Literatur zum Thema „GAMES / General“

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Zeitschriftenartikel zum Thema "GAMES / General"

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Gergely Orbán, Szabolcs, Norbert György Szabados, Éva Bácsné Bába, et al. "Roguelike games: The way we play." International Journal of Engineering and Management Sciences 7, no. 4 (2022): 80–92. http://dx.doi.org/10.21791/ijems.2022.4.7.

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The spread of the gameable personal computers and game consoles resulted in the diversification of the video game genre, and from the 7th generation of the gaming consoles, the experience support of the games became largely enhanced. These games are now consumable owing to their resolution, the content, the plots are so fascinating so that they tie the gamer to the seat. Gamers seek experiences in the games. Still, such a special genre called roguelike was established, which is characterized by the constant termination of this world of experience in such a way that the gamer, as a results of t
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Alshhre, Ali. "World Literature Representation via Video Games." Arab World English Journal For Translation and Literary Studies 7, no. 1 (2023): 101–14. http://dx.doi.org/10.24093/awejtls/vol7no1.7.

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This article aims to answer the following question: can video games be a dynamic medium for globalizing an adapted work of literature to be later played and received by gamers who might learn and increase their literary and cultural knowledge? World literature scholarship, gamer-response theory, game studies research, and my experience of playing Assassin’s Creed (2007) were used to explore how video games can globalize world literature to increase readership. The video game Assassin’s Creed (2007), adapted from Bartol’s Alamut (1938), was used to both discuss how world literature can be trans
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Ekaputra, Kresna Septyana, Rezki Yuniarti, and Agus Komarudin. "Educational Game Design for Introduction to Immune Systems in Biology Learning at High School." JUMANJI (Jurnal Masyarakat Informatika Unjani) 6, no. 1 (2022): 11. http://dx.doi.org/10.26874/jumanji.v6i1.102.

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Education is an important for students. Based on the recapitulation of the senior high school exam by Ministry of Education and Culture (KEMENDIKBUD), the average exam results for biology in 2017 below graduation level and the value is 45.01. This is because of limited class hours. For this reason, new media is needed to help students deepen the lesson, in this case the media is game. Educational game is one of the media that can be used to provide education to players through interactive media. In its making, this game uses the MDA framework, which is to analyze game design by breaking it int
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Ask, Kristine, Ingvild Kvale Sørenssen, and Stine Thordarson Moltubakk. "The struggle and enrichment of play: Domestications and overflows in the everyday life of gamer parents." Nordicom Review 42, s4 (2021): 107–23. http://dx.doi.org/10.2478/nor-2021-0044.

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Abstract Gaming is a frequent source of conflict for families. Research on parents and gaming has identified a lack of gaming-related expertise, a general devaluation or fear of play, and authoritative and restrictive parenting styles as key sources of conflict. What happens when these deficits are addressed? What does mediation look like when parents are expert gamers, enjoy play, and encourage play for their children? Based on qualitative interviews with 29 parents who identify as gamers, we explore how gamer parents domesticate games. To explore the work of stabilising gaming as a wholesome
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Abrudan, Mirela, Andreea Voina, and Andreea Lăpuşte. "Computer role-playing games: player motivations, preferences, and behavior." Studia Universitatis Babeș-Bolyai Ephemerides 66, no. 2 (2021): 5–32. http://dx.doi.org/10.24193/subbeph.2021.2.01.

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"In recent years, computer role-playing games have changed the way we spend our free time. Traditional games have been increasingly replaced by digitized productions, and technology has made it easier to access videogames on multiples devices. Online games bring users together in a fantasy world in which they design avatars, manifesting their creativity and employing gaming strategies. This study analyzed Romanian gamers’ behaviors and perceptions of massively multiplayer online role-playing games (henceforth MMORPGs); by employing focus groups and a survey, the authors aimed to map preference
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Centeno, Daniel, and Germán Sierra. "General quantum Chinos games." Journal of Physics Communications 6, no. 7 (2022): 075009. http://dx.doi.org/10.1088/2399-6528/ac7434.

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Abstract The Chinos game is a non-cooperative game between players who try to guess the total sum of coins drawn collectively. Semiclassical and quantum versions of this game were proposed by F. Guinea and M. A. Martin-Delgado, in J. Phys. A: Math. Gen. 36 L197 (2003), where the coins are replaced by a boson whose number occupancy is the aim of the player’s guesses. Here, we propose other versions of the Chinos game using a hard-core boson, one qubit, and two qubits. In the latter case, using entangled states the second player has a stable winning strategy that becomes symmetric for non-entang
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Browne, Cameron, Julian Togelius, and Nathan Sturtevant. "Guest Editorial: General Games." IEEE Transactions on Computational Intelligence and AI in Games 6, no. 4 (2014): 317–19. http://dx.doi.org/10.1109/tciaig.2014.2369009.

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Osborn, Joseph, Ben Samuel, Adam Summerville, and Michael Mateas. "Towards General RPG Playing." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 2 (2021): 92–98. http://dx.doi.org/10.1609/aiide.v13i2.12976.

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General videogame playing has come a long way in a short period of time, but remains at the level of solving relatively short games made up of distinct and isolated episodes. Even simple console role-playing games (RPGs) are far beyond the reach of current techniques, requiring the synthesis of cultural knowledge with compositional reasoning over several interconnected sub-games. We explore how the challenges of playing these games could spark new advances in compositional analysis of games and common-sense reasoning. General RPG playing can leverage advances in episodic general game playing a
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Pietersen, André J., Jan K. Coetzee, Dominika Byczkowska-Owczarek, Florian Elliker, and Leane Ackermann. "Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein." Qualitative Sociology Review 14, no. 4 (2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.

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Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretive exploration is undertaken in order to gain a deeper understanding of the narratives of online gamers and their experiences of a sense of belonging t
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Denikin, Anton A. "In Support of Video Games." Observatory of Culture, no. 3 (June 28, 2014): 53–59. http://dx.doi.org/10.25281/2072-3156-2014-0-3-53-59.

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Critically examines some of the research approaches to video games both in Russia and abroad. The article summarizes conclusions of the leading Western specialists in video games studies and proposes an alternative understanding of video games as particular emergent interactive social­communicative means of contemporary digital culture that input to general education, goal­setting, and other gamers’ skills.
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Dissertationen zum Thema "GAMES / General"

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Taherkhani, Farnaz. "Essays on transboundary pollution games." Thesis, McGill University, 2014. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=121189.

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Several important environmental problems such as global warming resulting from greenhouse gas emissions are transboundary by nature. We study the effects of mitigation and adaptation policies in the context of a transboundary pollution game. We approach transboundary pollution problems from two distinct game theoretic perspectives, namely, cooperative (Chapter 1) and non-cooperative game theory (Chapters 2 and 3). In the first chapter, we consider an abatement game where countries choose the amount by which they reduce their emissions from a benchmark (laisser-faire) level. We use a time-con
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Crandall, Jacob W. "Learning Successful Strategies in Repeated General-sum Games." Diss., CLICK HERE for online access, 2005. http://contentdm.lib.byu.edu/ETD/image/etd1156.pdf.

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Savett, Susan Mallard. "Games as theater for soul| An archetypal psychology perspective of virtual games." Thesis, Pacifica Graduate Institute, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3686802.

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<p>Millions of people are spending billions of hours each week playing digital games. These astonishing numbers point to a vast reservoir of psychic material that has been relatively unexamined by the field of depth psychology. Yet, in a realm of virtual games where image is primary and fantasy is played out, soul (psyche) is clearly present in its various disguises. </p><p> Through play and fantasy, unconscious content of the psyche is able to express its deep longings. Hypnogogic landscapes of video games provide immersive realms in which players enact psychological dramas. However, to dat
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Gao, Yu. "Statistical modelling of games." Thesis, University of Nottingham, 2016. http://eprints.nottingham.ac.uk/33298/.

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This thesis mainly focuses on the statistical modelling of a selection of games, namely, the minority game, the urn model and the Hawk-Dove game. Chapters 1 and 2 give a brief introduction and survey of the field. In Chapter 3, the key characteristics of the minority game are reproduced. In addition, the minority game is extended to include wealth distribution and leverage effect. By assuming that each player has initial wealth which rises and falls according to profit and loss, with the potential of borrowing and bankruptcy, we find that modelled wealth distribution may be power law distribut
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Kaiser, David Michael. "The Structure of Games." FIU Digital Commons, 2007. http://digitalcommons.fiu.edu/etd/2.

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Computer Game Playing has been an active area of research since Samuel’s first Checkers player (Samuel 1959). Recently interest beyond the classic games of Chess and Checkers has led to competitions such as the General Game Playing competition, in which players have no beforehand knowledge of the games they are to play, and the Computer Poker Competition which force players to reason about imperfect information under conditions of uncertainty. The purpose of this dissertation is to explore the area of General Game Playing both specifically and generally. On the specific side, we describe the d
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Casorran, Amilburu Carlos. "Formulations and Algorithms for General and Security Stackelberg Games." Doctoral thesis, Universite Libre de Bruxelles, 2017. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/259557.

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General Stackelberg games (GSG) confront two contenders, each wanting to optimize their rewards. One of the players, referred to as the leader, can commit to a given action or strategy first, and the other player, referred to as the follower, then responds by selecting an action or strategy of his own. The objective of the game is for the leader to commit to a reward-maximizing strategy, anticipating that the follower will best respond.Finding an optimal mixed strategy for the leader in a GSG is NP-hard when the leader faces one out of a group of several followers and polynomial when there exi
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Thomson, Matthew Ian Malcolm. "Military computer games and the new American militarism : what computer games teach us about war." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10672/.

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Military computer games continue to evoke a uniquely contradictory public, intellectual, and critical response. Whilst denigrated as child’s play, they are played by millions of adults; whilst dismissed as simplistic, they are used in education, therapy, and military training; and whilst classed as meaningless, they arouse fears over media effects and the propagandist influence of their representations of combat. They remain the object of intense suspicion, and as part of a new and growing mass medium, they are blamed for everything from obesity to falling literacy standards, and from murder t
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Rigdon, Mary L. "Cooperation and intentions in experimental bargaining games." Diss., The University of Arizona, 2001. http://hdl.handle.net/10150/279816.

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The Behavioral Bargaining Problem poses a trio of questions: (1) How do real economic agents behave in bargaining environments? (2) Why do they behave the way they do? and (3) What conditions/institutions sustain that behavior? This dissertation is about experimental results which suggest answers to each of these questions. Chapter 1 is a brief overview of early experiments which address how economic agents behave in bargaining environments. Under a wide variety of conditions a significant proportion of subjects' behavior deviates from that predicted by non-cooperative game theory. Chapter 2 t
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Pelletier-Gagnon, Jérémie. "Video games and Japaneseness: an analysis of localization and circulation of Japanese video games in North America." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=104849.

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Since the release of the Nintendo Entertainment System in the 1980s, the video game industry has transformed itself to become very dependent of the transnational circulation and localization of its products. In this thesis, I take a look at this current trend of video game's transnationalization, analyze its processes and components as well as uncover its impact on both games and gamers. Through the analysis of video game localized both by the industry and by amateur translation groups, this thesis investigates how transnational circulation of Japanese video games from Japan to North America i
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Kuziak, Natalya. "The environmental impact of the winter Olympic games." Thesis, University of Ottawa (Canada), 1995. http://hdl.handle.net/10393/10967.

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Bücher zum Thema "GAMES / General"

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Oskretkov, Vladimir, Evgeniy Ceymah, and Svetlana Maslikova. General surgery. Educational games. INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/1898402.

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The textbook is presented in the form of educational games simulating various clinical situations that need to be resolved by a medical university student studying the subject of "General Surgery". Commenting on all the student's actions, both right and wrong, allows a deeper understanding of their consequences for the patient. The result of each chapter is a statement of the principles that must be followed when using theoretical knowledge in medical practice. It is intended for active self-preparation of students for practical classes using the knowledge provided by the federal state educati
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Cowie, Vera. Games. Doubleday, 1986.

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Jennings, Dana Andrew. Mosquito games. Ticknor & Fields, 1989.

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Burnard, Marcella. Enemy games. Berkley Sensation, 2011.

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Perkins, Michael. Dark games. Blue Moon, 2000.

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Oh, Madeleine. Games4: Submissive Games. Changeling Press, LLC, 2008.

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Hughes, Alan, Jude Becker, Kenneth Madison, and Mark Mahaffey. Combat General. Primedia eLaunch LLC, 2022.

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Volkova, Anna Maria. Games. Anna Maria Volkova, 2022.

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Volkova, Anna Maria. Games. Anna Maria Volkova, 2022.

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Oh, Madeleine. Games 4: Dominant Games. Changeling Press, LLC, 2009.

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Buchteile zum Thema "GAMES / General"

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Browne, Cameron. "Games in General." In Evolutionary Game Design. Springer London, 2011. http://dx.doi.org/10.1007/978-1-4471-2179-4_2.

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Genesereth, Michael, and Michael Thielscher. "Analyzing Games with Logic." In General Game Playing. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-031-01569-4_14.

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Genesereth, Michael, and Michael Thielscher. "Small Single-Player Games." In General Game Playing. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-031-01569-4_5.

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Genesereth, Michael, and Michael Thielscher. "Small Multiple-Player Games." In General Game Playing. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-031-01569-4_6.

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Genesereth, Michael, and Michael Thielscher. "Games with Historical Constraints." In General Game Playing. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-031-01569-4_18.

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Genesereth, Michael, and Michael Thielscher. "Games with Incomplete Information." In General Game Playing. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-031-01569-4_17.

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Sageng, John Richard, Hallvard Fossheim, and Tarjei Mandt Larsen. "General Introduction." In The Philosophy of Computer Games. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-4249-9_1.

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Weiss, Uri, and Joseph Agassi. "A General Theory of Choice." In Games to Play and Games not to Play. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-27601-9_12.

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Genesereth, Michael, and Michael Thielscher. "Solving Single-Player Games with Logic." In General Game Playing. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-031-01569-4_15.

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Browne, Cameron. "A Class Grammar for General Games." In Computers and Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-50935-8_16.

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Konferenzberichte zum Thema "GAMES / General"

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He, Yifan, Munyque Mittelmann, Aniello Murano, Abdallah Saffidine, and Michael Thielscher. "Verification of General Games with Imperfect Information Using Strategy Logic." In 21st International Conference on Principles of Knowledge Representation and Reasoning {KR-2023}. International Joint Conferences on Artificial Intelligence Organization, 2024. http://dx.doi.org/10.24963/kr.2024/40.

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The Game Description Language with Imperfect Information (GDL-II) is a lightweight formalism for representing the rules of arbitrary games, including those where players have private information. Its purpose is to build general game-playing systems, that is, automated players that can understand the rules of games and learn how to play them without human intervention. Epistemic Strategy Logic (SLK), on the other hand, is a rich logical framework for reasoning about multi-agent systems and the strategic behavior of agents with partial observability. To enable a general game-playing system to ta
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Soper, Braden C., Caleb J. Miller, and Dan M. Merl. "Linearly Solvable General-Sum Markov Games." In 2024 60th Annual Allerton Conference on Communication, Control, and Computing (Allerton). IEEE, 2024. http://dx.doi.org/10.1109/allerton63246.2024.10735323.

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Jung, Joshua D. A., and Jesse Hoey. "Heuristic Knowledge Transfer for General Game Playing." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645542.

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Qiao, Xinyu, Congyin Han, and Tainde Guo. "O2M: Online Opponent Modeling in Online General-Sum Matrix Games." In 2024 4th International Conference on Artificial Intelligence, Robotics, and Communication (ICAIRC). IEEE, 2024. https://doi.org/10.1109/icairc64177.2024.10899996.

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Togelius, Julian, and Georgios N. Yannakakis. "General general game AI." In 2016 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2016. http://dx.doi.org/10.1109/cig.2016.7860385.

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Cunanan, Michael, and Michael Thielscher. "On Optimal Strategies for Wordle and General Guessing Games." In Thirty-Second International Joint Conference on Artificial Intelligence {IJCAI-23}. International Joint Conferences on Artificial Intelligence Organization, 2023. http://dx.doi.org/10.24963/ijcai.2023/615.

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The recent popularity of Wordle has revived interest in guessing games. We develop a general method for finding optimal strategies for guessing games while avoiding an exhaustive search. Our main contribution are several theorems that build towards a general theory to prove optimality of a strategy for a guessing game. This work is developed to apply to any guessing game, but we use Wordle as an example to present concrete results.
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Piette, Eric, Matthew Stephenson, Dennis J. N. J. Soemers, and Cameron Browne. "General Board Game Concepts." In 2021 IEEE Conference on Games (CoG). IEEE, 2021. http://dx.doi.org/10.1109/cog52621.2021.9618990.

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Kaiser, Lukasz, and Lukasz Stafiniak. "Playing General Structure Rewriting Games." In 3d Conference on Artificial General Intelligence (AGI-10). Atlantis Press, 2010. http://dx.doi.org/10.2991/agi.2010.23.

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Zammit, Sean, and Michael Thielscher. "General Game Playing With State-Independent Communication." In 20th International Conference on Principles of Knowledge Representation and Reasoning {KR-2023}. International Joint Conferences on Artificial Intelligence Organization, 2023. http://dx.doi.org/10.24963/kr.2023/69.

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Communication actions in games are usually given meaning by either the effect they have on the game state or a possible reduction in the size of the information set of an agent. However, this precludes analysis of games involving state-independent communication, in which players are given the ability to communicate with each other but are not required to be truthful. As such, these communication actions cannot be used to reduce the size of the information set or update beliefs in states without considering the intent of the communicating agent. In this paper, we introduce a language to describ
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Konen, Wolfgang. "General Board Game Playing for Education and Research in Generic AI Game Learning." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848070.

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Berichte der Organisationen zum Thema "GAMES / General"

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Gáfaro, Margarita, and César Mantillaz. Water overvaluation in incentivized bargaining games. Banco de la República, 2024. https://doi.org/10.32468/be.1293.

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The design of mechanisms for sustainable irrigation water management requires a deep understanding of the value of water to local communities. We present results from a lab-in-the-field incentivized game that sheds light on irrigation water overvaluation patterns among small farmers in Colombia. In this game, two players divide a jointly endowed agricultural land plot, with some pieces having direct access to irrigation water. Although the induced cost of irrigation water in our game was one token, farmers paid between 2.1 and 3.5 times this amount. We generalize this result by presenting a ge
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Murray, Chris, and Geoffrey Gordon. Multi-Robot Negotiation: Approximating the Set of Subgame Perfect Equilibria in General-Sum Stochastic Games. Defense Technical Information Center, 2006. http://dx.doi.org/10.21236/ada462577.

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Stark, Sasha, Heather Wardle, and Isabel Burdett. Examining lottery play and risk among young people in Great Britain. GREO, 2021. http://dx.doi.org/10.33684/2021.002.

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Purpose &amp; Significance: Despite the popularity of lottery and scratchcards and some evidence of gambling problems among players, limited research focuses on the risks of lottery and scratchcard play and predictors of problems, especially among young people. The purpose of this project is to examine whether lottery and scratchcard participation is related to gambling problems among 16-24 year olds in Great Britain and whether general and mental health and gambling behaviours explain this relationship. Methodology: Samples of 16-24 year olds were pooled from the 2012, 2015, and 2016 Gambling
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Soroko, Nataliia V., Lorena A. Mykhailenko, Olena G. Rokoman, and Vladimir I. Zaselskiy. Educational electronic platforms for STEAM-oriented learning environment at general education school. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3884.

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The article is devoted to the problem of the use of educational electronic platform for the organization of a STEAM-oriented environment of the general school. The purpose of the article is to analyze the use of educational electronic platforms for organizing the STEAM-oriented school learning environment and to identify the basic requirements for supporting the implementation and development of STEAM education in Ukraine. One of the main trends of education modernization is the STEAM education, which involves the integration between the natural sciences, the technological sciences, engineerin
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Martins, Francisco, Cíntia França, Francisco Santos, Diogo Martinho, Carolina Saldanha, and Élvio Rúbio Gouveia. Emerging technologies to promote fans interaction in football events: a systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2023. http://dx.doi.org/10.37766/inplasy2023.2.0015.

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Review question / Objective: The search terms used for this review were constructed using the PICOS framework: (1) population were people in general of both genders and any age, (2) studies based on digital technologies used in football sportive events, (3) comparisons made in the domains of motivation, interaction, satisfaction and interest, (4) data reporting the use of digital tools (studies with no results reported will be considered, besides not having outcomes), (5) Intervention studies with a pre and post-test design, descriptive studies, theorical studies, and protocol proposals, and (
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McDonald, Scott, and Karen Thierfelder. Deriving a Global Social Accounting Matrix from GTAP Versions 5 and 6 Data. GTAP Technical Paper, 2004. http://dx.doi.org/10.21642/gtap.tp22.

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This paper reports a method for converting versions 5 and 6 of the GTAP Data Base into a global SAM that is stored in both the GAMS data exchange (GDX) and Header Array (HAR) formats. The focus of attention is on the generation of a SAM representation of the GTAP Data Base that is fully consistent with the GTAP model; as such the resultant SAM can be readily used to calibrate a version of the GTAP model that had been coded in GAMS. The GAMS code used to generate the SAM representation of the GTAP Data Base is provided as a GAMS model library – this code has been tested with versions 5.3, 5.4 a
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van der Mensbrugghe, Dominique. The Standard GTAP Model in GAMS, Version 7.1. GTAP Working Paper, 2023. http://dx.doi.org/10.21642/gtap.wp92.

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The purpose of this document is to describe a version of the Global Trade Analysis Project (GTAP) computable general equilibrium (CGE) model implemented in the General Algebraic Modeling System (GAMS) that is a literal implementation of the standard General Economic Modeling Package (GEMPACK) version. It updates and supersedes the model description provided in van der Mensbrugghe (2018), which remains the main reference. The key revision of the new version is that the model is calibrated to initially normalized variables, similar to Rutherford’s GTAPinGams model (Lanz and Rutherford (2016)). O
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Gage, B. D., and D. L. Driskill. PB2012103948 Analyses of Natural Gases 2002-2004. Pipeline Research Council International, Inc. (PRCI), 2005. http://dx.doi.org/10.55274/r0012116.

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Contains analyses and related source data for 451 natural gas samples from 15 States. Of the total samples, 381 were collected during the calendar years 2002 through 2004. The remaining 70 were collected earlier, but releases granting permission to publish them were received at a later date. None of these analyses have been published previously in other analyses reports. The analyses were done using gas chromatography. All samples were obtained and analyzed as part of the Bureau of Land Management investigations of the occurrences of helium in natural gases of countries with free-market econom
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Córdoba, Verónica, Gabriel Blanco, Alberto Levy, and Estela Santalla. Generación de electricidad a partir de biogás capturado de residuos sólidos urbanos: Un análisis teórico-práctico. Inter-American Development Bank, 2017. http://dx.doi.org/10.18235/0009630.

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El presente estudio tiene como objetivo desarrollar una metodología para evaluar la factibilidad técnicoeconómica para la generación de electricidad a partir del biogás recuperado en vertederos de residuos sólidos urbanos (RSU). Para ello, se realiza una descripción de las tecnologías disponibles para la generación de electricidad a partir de biogás de rellenos sanitarios(GRS), considerando ventajas y desventajas de cada una. También se analiza las fuentes de reducción de gases del efecto invernadero (GEI). Estas reducciones se deben, por un lado, a la captura y combustión del metano contenido
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Díaz, Manuel, Bruno Campos, and Jacques Clerc. Desarrollo de una metodología para la construcción de curvas de abatimiento de emisiones de GEI incorporando la incertidumbre asociada a las principales variables de mitigación. Inter-American Development Bank, 2013. http://dx.doi.org/10.18235/0010057.

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El objetivo general del estudio es desarrollar una metodología para la elaboración de curvas de abatimiento de gases de efecto invernadero para el sector de demanda energética, incorporando la incertidumbre asociada a las variables involucradas en la estimación de los costos marginales de abatimiento. Posteriormente, esta metodología será aplicada en un caso de estudio al sector de generación eléctrica y a tres sectores de la demanda en seis países latinoamericanos.
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