Academic literature on the topic 'Games Go (Game) Abstraction'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Games Go (Game) Abstraction.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Games Go (Game) Abstraction"

1

Cox, Jeremy, and KC Wong. "Predictive feedback augmentation for manual control of an unmanned aerial vehicle with latency." International Journal of Micro Air Vehicles 11 (January 2019): 175682931986964. http://dx.doi.org/10.1177/1756829319869645.

Full text
Abstract:
Teleoperation of unmanned aerial vehicles is hampered by communication delay, which causes feedback from command inputs to take considerable time to be displayed to the operator. For an international internet connection, round trip latencies can reach 500 ms. The satellite connections used for military unmanned aerial vehicles can have latencies in the order of seconds. This delay presents a substantial control problem, which has been solved in the past by control abstraction (instead of “roll left” the aircraft might be instructed “go to these coordinates”). Manual control remains difficult.
APA, Harvard, Vancouver, ISO, and other styles
2

Johnson, Mark R., and Jamie Woodcock. "Fighting games and Go." Thesis Eleven 138, no. 1 (2017): 26–45. http://dx.doi.org/10.1177/0725513616689399.

Full text
Abstract:
This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition as a result of the many informal elements that contribute to t
APA, Harvard, Vancouver, ISO, and other styles
3

Gerber, Andreas, Markus Ulrich, Flurin X. Wäger, Marta Roca-Puigròs, João S. V. Gonçalves, and Patrick Wäger. "Games on Climate Change: Identifying Development Potentials through Advanced Classification and Game Characteristics Mapping." Sustainability 13, no. 4 (2021): 1997. http://dx.doi.org/10.3390/su13041997.

Full text
Abstract:
The challenges posed to humanity by climate change require innovative approaches. Well-designed games are powerful tools with the potential to support solving climate related challenges. In this article, we present a mapping review study of games that address climate change issues (climate games). In a search and selection process, we identified 115 climate games that were classified by applying a newly developed game typology. This allowed gaining an overview of existing climate games and identifying potentials for future game development. The game classification revealed that the majority of
APA, Harvard, Vancouver, ISO, and other styles
4

Willumsen, Ea C. "The Form of Game Formalism." Media and Communication 6, no. 2 (2018): 137–44. http://dx.doi.org/10.17645/mac.v6i2.1321.

Full text
Abstract:
This article explores how the concept of formalism and the resulting method of formal analysis have been used and applied in the study of digital games. Three types of formalism in game studies are identified based on a review of their uses in the literature, particularly the discussion of essentialism and form that resulted from the narratology-ludology debate: 1) formalism focused on the <em>aesthetic form</em> of the game artifact, 2) formalism as<em> game essentialism</em>, and 3) formalism as a <em>level of abstraction</em>, related to formal language a
APA, Harvard, Vancouver, ISO, and other styles
5

Richards, Kate Gemma, Kai Yuen Wong, and Mansoor Khan. "Augmented reality game-related injury." BMJ Case Reports 11, no. 1 (2018): e224012. http://dx.doi.org/10.1136/bcr-2017-224012.

Full text
Abstract:
There are an increasing number of injuries associated with ambulatory mobile phone use. Pokémon Go is one of the first widely used mobile phone augmented reality games and generated substantial media interest. We present a case of electrical burns in a Pokémon Go player and review literature on ambulatory mobile phone injuries.
APA, Harvard, Vancouver, ISO, and other styles
6

Wu, Linwan, and Matthew A. Stilwell. "Exploring the marketing potential of location-based mobile games." Journal of Research in Interactive Marketing 12, no. 1 (2018): 22–44. http://dx.doi.org/10.1108/jrim-06-2017-0041.

Full text
Abstract:
Purpose Location-based mobile games, like Pokémon GO, have been tremendously prevalent in recent years. Marketing professionals have considered this type of game as a promising marketing platform. The purpose of this study is to explore the marketing potential of location-based mobile games by examining players’ responses to sponsors featured in Pokémon GO. Design/methodology/approach A survey was conducted among gamers of Pokémon GO to examine the psychological process of the gameplay, and how it influences some marketing outcomes. A conceptual model was built based on the survey results. Fin
APA, Harvard, Vancouver, ISO, and other styles
7

Licoppe, Christian. "From Mogi to Pokémon GO: Continuities and change in location-aware collection games." Mobile Media & Communication 5, no. 1 (2016): 24–29. http://dx.doi.org/10.1177/2050157916677862.

Full text
Abstract:
We compare here some features of the emerging uses of Pokémon GO with earlier, though less successful, location-aware collection games such as Mogi. While mobility patterns are relatively similar, Pokémon GO brings about a distinctive augmented-reality dimension to the game experience, though it does not harness the social networking power of such location-aware game platforms to the same extent as earlier games.
APA, Harvard, Vancouver, ISO, and other styles
8

Salen Tekinbaş, Katie. "Afraid to roam: The unlevel playing field of Pokémon Go." Mobile Media & Communication 5, no. 1 (2016): 34–37. http://dx.doi.org/10.1177/2050157916677865.

Full text
Abstract:
All games contain conflict, and all good games have uncertain outcomes. Whether conflict over resources, knowledge, or territory, to name a few types, games challenge players to overcome obstacles in interesting and fun ways. Pokémon Go challenges players to find and capture Pokémon, which requires time, patience, skill, and the freedom to access the game map (i.e., spaces in the real world) to its fullest extent. When players are denied full access, either through a technical glitch in the game—like when a server crashes or when networks become unavailable—or through real or imagined threats
APA, Harvard, Vancouver, ISO, and other styles
9

Mäyrä, Frans. "Pokémon GO: Entering the Ludic Society." Mobile Media & Communication 5, no. 1 (2016): 47–50. http://dx.doi.org/10.1177/2050157916678270.

Full text
Abstract:
Even while digital games are played by millions, game cultures have remained in the margins of public life, to a certain degree. Pokémon GO is part of a new wave of phenomena that are about to change that situation. As a location-based game, it encourages people to play digital games out in the open, visiting public places. The ludic mindset and playful practices first developed while interacting with Pokémon GO may provide a basis for more complex skill sets and cultural practices that will be needed in broader cultural ludification developments, and for the next steps of entering the Ludic S
APA, Harvard, Vancouver, ISO, and other styles
10

Laato, Samuli, Sonja Hyrynsalmi, Sampsa Rauti, A. K. M. Najmul Islam, and Teemu H. Laine. "Location-based Games as Exergames - From Pokémon To The Wizarding World." International Journal of Serious Games 7, no. 1 (2020): 79–95. http://dx.doi.org/10.17083/ijsg.v7i1.337.

Full text
Abstract:
Exergames, i.e. games which aim to increase player’s physical activity, are a prominent sub-category of serious games (SGs). Recently, location-based games (LBGs) similar to Pokémon GO have gained the attention of exergame designers as they have been able to reach people who would otherwise not be motivated to exercise. Multiple studies have been conducted on Pokémon GO alone, identifying positive outcomes related to, for example, exercise and social well-being. However, with substantial findings derived from a single game, it is unclear whether the identified benefits of playing Pokémon GO ar
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Games Go (Game) Abstraction"

1

Harmer, Russell Spencer. "Games and full abstraction for non-deterministic languages." Thesis, Imperial College London, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.322200.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Martin, Eleanor. "It's a team game : exploring factors that influence team experience." Thesis, University of Sussex, 2015. http://sro.sussex.ac.uk/id/eprint/57322/.

Full text
Abstract:
Many multiplayer games feature teams, and whether they are pitted against each other or against the game itself it seems likely that the way these teams bond will affect the players' experience. What are the factors that influence the experience of being a team member in a game? To what extent can the game designer manipulate the cohesion of the teams by changing the game design? How does the satisfaction of the player with their team relate to their feeling of cohesion? How does cohesion differ between tabletop and online games? These issues become particularly important where the group dynam
APA, Harvard, Vancouver, ISO, and other styles
3

Müller, Martin. "Computer go as a sum of local games : an application of combinatorial game theory /." [S.l.] : [s.n.], 1995. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=11006.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Stanisic, Biljana. "Fantasy versus Reality: How video game and book genres associate with creative thinking." Thesis, Linnéuniversitetet, Institutionen för psykologi (PSY), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-85441.

Full text
Abstract:
Video games have suffered a negative reputation regarding their influence on children and adolescents, in comparison to its “well-behaved” counterpart, books. Nevertheless, the world of video games is much more diverse than imaginable – from fantasy to reality – and it is possible that different types of video games have different effects on human cognition and behavior. To fill a gap in research, fantasy and non-fantasy genres were the focal point of the correlational study. In this study, we analyze how video game playing habits, video game genre preference, book reading habits and book read
APA, Harvard, Vancouver, ISO, and other styles
5

Malkan, Nelson Anna. "Messages in games and player backgroundA player study about modeling and conveying emotional states through game rules and mechanics : A player study about modeling and conveying emotional states through game rules and mechanics." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414365.

Full text
Abstract:
Games can be used to convey meaning and communicate messages. While there is ample research on games' expressive capacities, how players' backgrounds impact game interpretation has thus far been under-explored.  This study explores this gap by way of testing an expressive game and discerns if there is a relationship between how people experience a game and their personal background and current state of mind. To engage this question, we conducted a player study. We developed the abstract, metaphorical game “Lorn” intended for this purpose. The game together with an online survey, intended to as
APA, Harvard, Vancouver, ISO, and other styles
6

Tagliari, Mariana. "Teatro/educação: ludopedagogia crítica pelo jogo teatral potencializado pelo conflict game com alunos do ensino fundamental de Goiânia - GO." Universidade Federal de Goiás, 2015. http://repositorio.bc.ufg.br/tede/handle/tede/5332.

Full text
Abstract:
Submitted by Cláudia Bueno (claudiamoura18@gmail.com) on 2016-03-11T18:03:10Z No. of bitstreams: 2 Dissertação - Mariana Tagliari - 2015.pdf: 5266844 bytes, checksum: bb72eb3bab36cb6781c38291fd9d9ef0 (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2016-03-14T15:31:13Z (GMT) No. of bitstreams: 2 Dissertação - Mariana Tagliari - 2015.pdf: 5266844 bytes, checksum: bb72eb3bab36cb6781c38291fd9d9ef0 (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Made av
APA, Harvard, Vancouver, ISO, and other styles
7

Molin, Arthur William. "Game playing via abstract feature recognition the game of GO /." 1988. http://catalog.hathitrust.org/api/volumes/oclc/20344682.html.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Ribeiro, Rui Morgado Belo Dias. "We Can’t Go Home Again : os Art Games enquanto veículo de expressão artística." Master's thesis, 2012. http://hdl.handle.net/1822/19601.

Full text
Abstract:
Dissertação de mestrado em Tecnologia e Arte Digital<br>“How do we deliver artistic expression through our games?”. A pergunta do game designer Jason Rohrer é o ponto de partida desta dissertação, onde se inscreve uma dupla proposta. Na primeira parte, investigamos a obra e pensamento dos principais game designers – Rod Humble, Jason Rohrer, Jonathan Blow – associados aos Art Games, um movimento essencialmente informal de afinidades e de práticas diversas, cujo aparecimento situamos no ano de 2007 e que, através de uma série de criações pessoais e expressivas, reequacionou as principais
APA, Harvard, Vancouver, ISO, and other styles
9

Hsiao, Yueh-Chan, and 蕭岳展. "The Influence of Mobile Games on Interpersonal Relationship: A Case of Pokemon GO Game." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/ms95cm.

Full text
Abstract:
碩士<br>義守大學<br>資訊管理學系<br>105<br>With the high popularityrate of intelligent devices like smartphones and tablets, and the explosive growth of mobile applications, the connection between students and mobile gamesis becoming more and more significant for the parents, educators,scholars, and education system. The development of interpersonal relationships in high school and vocational school’s students is gradually maturing, and more and more students build theirinterpersonal relationships through online games ormobile games. In this study, we take “Pokemon Go” as the research object, which is an
APA, Harvard, Vancouver, ISO, and other styles
10

"Application of temporal difference learning and supervised learning in the game of Go." Chinese University of Hong Kong, 1996. http://library.cuhk.edu.hk/record=b5888937.

Full text
Abstract:
by Horace Wai-Kit, Chan.<br>Thesis (M.Phil.)--Chinese University of Hong Kong, 1996.<br>Includes bibliographical references (leaves 109-112).<br>Acknowledgement --- p.i<br>Abstract --- p.ii<br>Chapter 1 --- Introduction --- p.1<br>Chapter 1.1 --- Overview --- p.1<br>Chapter 1.2 --- Objective --- p.3<br>Chapter 1.3 --- Organization of This Thesis --- p.3<br>Chapter 2 --- Background --- p.5<br>Chapter 2.1 --- Definitions --- p.5<br>Chapter 2.1.1 --- Theoretical Definition of Solving a Game --- p.5<br>Chapter 2.1.2 --- Definition of Computer Go --- p.7<br>Chapter 2.2 --- State of the Ar
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Games Go (Game) Abstraction"

1

Shotwell, Peter. Beginning go. Tuttle Pub., 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Games and full abstraction for a functional metalanguage with recursive types. Springer, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Berlekamp, Elwyn R. Mathematical go endgames: Nightmares for the professional go player. Ishi Press International, 1994.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Cho, Chiʻi-hun. Positional judgment, high-speed game analysis. Ishi Press, 1990.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

The Korean Go Association's Learn to play go: A master's guide to the ultimate game. Good Move Press, 1994.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Ma, Hsiao-chʻun. The thirty-six stratagems applied to go. Yutopian, 1996.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

The thirty-six stratagems applied to go. Yutopian, 1996.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Eio, Sakata. Killer of go: Technique and preventative measures. Yutopian Enterprises, 1994.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Tianzhang, Yan, Lin Mian, and Lin Tianduo, eds. Xuan xuan qi jing. Shanghai wen hua chu ban she, 1996.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Intermediate level power builder. Yutopian, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Games Go (Game) Abstraction"

1

Shi, Jiefu, and Michael L. Littman. "Abstraction Methods for Game Theoretic Poker." In Computers and Games. Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45579-5_22.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Zhao, Ling, and Martin Müller. "Using Artificial Boundaries in the Game of Go." In Computers and Games. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-87608-3_8.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Thomsen, Thomas. "Lambda-Search in Game Trees — with Application to Go." In Computers and Games. Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45579-5_2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

van der Werf, Erik C. D., H. Jaap van den Herik, and Jos W. H. M. Uiterwijk. "Learning to Estimate Potential Territory in the Game of Go." In Computers and Games. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11674399_6.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Liu, Zhiqing, Qing Dou, and Benjie Lu. "Frequency Distribution of Contextual Patterns in the Game of Go." In Computers and Games. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-87608-3_12.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Werf, E. C. D., H. J. Herik, and J. W. H. M. Uiterwijk. "Learning to Score Final Positions in the Game of Go." In Advances in Computer Games. Springer US, 2004. http://dx.doi.org/10.1007/978-0-387-35706-5_10.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Ramon, Jan, and Tom Croonenborghs. "Searching for Compound Goals Using Relevancy Zones in the Game of Go." In Computers and Games. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11674399_8.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Niu, Xiaozhen, and Martin Müller. "An Open Boundary Safety-of-Territory Solver for the Game of Go." In Computers and Games. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-75538-8_4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Fernando, Sumudu, and Martin Müller. "Analyzing Simulations in Monte-Carlo Tree Search for the Game of Go." In Computers and Games. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-09165-5_7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Martin-Niedecken, Anna Lisa, and Ulrich Götz. "Go with the Dual Flow: Evaluating the Psychophysiological Adaptive Fitness Game Environment “Plunder Planet”." In Serious Games. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70111-0_4.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Games Go (Game) Abstraction"

1

Moudrik, Josef, Petr Baudis, and Roman Neruda. "Evaluating Go game records for prediction of player attributes." In 2015 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2015. http://dx.doi.org/10.1109/cig.2015.7317909.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

da Silva Oliveira, Samuel, Guilherme Egle P. Lima Silva, Arthur C. Gorgonio, Cephas A. S. Barreto, Anne M. P. Canuto, and Bruno M. Carvalho. "Team Recommendation for the Pokémon GO Game Using Optimization Approaches." In 2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2020. http://dx.doi.org/10.1109/sbgames51465.2020.00030.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Madeira, Charles, and Vincent Corruble. "Combining Reinforcement Learning with a Multi-level Abstraction Method to Design a Powerful Game AI." In 2011 Brazilian Symposium on Games and Digital Entertainment (SBGAMES). IEEE, 2011. http://dx.doi.org/10.1109/sbgames.2011.21.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Čermák, Jiří, Viliam Lisý, and Branislav Bošanský. "Automated Construction of Bounded-Loss Imperfect-Recall Abstractions in Extensive-Form Games (Extended Abstract)." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/701.

Full text
Abstract:
Information abstraction is one of the methods for tackling large extensive-form games (EFGs). Removing some information available to players reduces the memory required for computing and storing strategies. We present novel domain-independent abstraction methods for creating very coarse abstractions of EFGs that still compute strategies that are (near) optimal in the original game. First, the methods start with an arbitrary abstraction of the original game (domain-specific or the coarsest possible). Next, they iteratively detect which information is required in the abstract game so that a (nea
APA, Harvard, Vancouver, ISO, and other styles
5

Hocquette, Céline. "Can Meta-Interpretive Learning outperform Deep Reinforcement Learning of Evaluable Game strategies?" In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/909.

Full text
Abstract:
World-class human players have been outperformed in a number of complex two person games such as Go by Deep Reinforcement Learning systems GO. However, several drawbacks can be identified for these systems: 1) The data efficiency is unclear given they appear to require far more training games to achieve such performance than any human player might experience in a lifetime. 2) These systems are not easily interpretable as they provide limited explanation about how decisions are made. 3) These systems do not provide transferability of the learned strategies to other games. We study in this work
APA, Harvard, Vancouver, ISO, and other styles
6

Cermak, Jiri, Branislav Bošanský, and Viliam Lisý. "An Algorithm for Constructing and Solving Imperfect Recall Abstractions of Large Extensive-Form Games." In Twenty-Sixth International Joint Conference on Artificial Intelligence. International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/130.

Full text
Abstract:
We solve large two-player zero-sum extensive-form games with perfect recall. We propose a new algorithm based on fictitious play that significantly reduces memory requirements for storing average strategies. The key feature is exploiting imperfect recall abstractions while preserving the convergence rate and guarantees of fictitious play applied directly to the perfect recall game. The algorithm creates a coarse imperfect recall abstraction of the perfect recall game and automatically refines its information set structure only where the imperfect recall might cause problems. Experimental evalu
APA, Harvard, Vancouver, ISO, and other styles
7

Guarese, Renan, Franklin Bastidas, João Becker, et al. "Cooking in the dark: a mixed reality empathy experience for the embodiment of blindness." In Proceedings of the XR in Games Workshop. Brazilian Computing Society, 2021. http://dx.doi.org/10.5753/xr_in_games.2021.15680.

Full text
Abstract:
In the context of promoting a sense of empathy for the difference in people without disabilities, we propose a gaming experience that allows users to embody having a visual impairment. By occluding the user’s vision and providing spatialized audio and passive haptic feedback, allied with a speech recognition digital assistant, our goal is to offer a multi-sensory experience to enhance the user’s sense of embodiment inside a mixed reality blindness simulation. Inside the game environment, while expecting a guest to arrive, the player is required to cook a meal completely in the dark. Being aide
APA, Harvard, Vancouver, ISO, and other styles
8

Madotto, Andrea, Mahdi Namazifar, Joost Huizinga, et al. "Exploration Based Language Learning for Text-Based Games." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/207.

Full text
Abstract:
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. These games are of interest as they can be seen as a testbed for language understanding, problem-solving, and language generation by artificial agents. Moreover, they provide a learning setting in which these skills can be acquired through interactions with an environment rather than using fixed corpora. One aspect that makes these games particularly challenging for learning agents is the combinatorially large action space. Existing methods for solv
APA, Harvard, Vancouver, ISO, and other styles
9

Steffens Henrique, Alisson, Rodrigo Lyra, and Andre Luis Maciel Santana. "Desenvolvimento de um Jogo de Tabuleiro para Estimular Habilidades Relacionadas ao Pensamento Computacional." In Computer on the Beach. Universidade do Vale do Itajaí, 2020. http://dx.doi.org/10.14210/cotb.v11n1.p497-504.

Full text
Abstract:
The ability to computationally think is considered one of the mostimportant skills for citizenship in the 21st century. Considering thatstudents are motivated when using games to learn and that formaleducation tends not to be fun and often less challenging. This paperimplemented a board game capable of stimulating skills learningrelated. The developed game is a story-based board game RPG inwhich in-battle actions are programmed by the player. It was possibleto notice the increase in players' abstraction and debugging capacity,especially when played cooperatively.
APA, Harvard, Vancouver, ISO, and other styles
10

Sandholm, Tuomas. "Super-Human AI for Strategic Reasoning: Beating Top Pros in Heads-Up No-Limit Texas Hold'em." In Twenty-Sixth International Joint Conference on Artificial Intelligence. International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/4.

Full text
Abstract:
Poker has been a challenge problem in AI and game theory for decades. As a game of imperfect information it involves obstacles not present in games like chess and Go, and requires totally different techniques. No program had been able to beat top players in large poker games. Until now! In January 2017, our AI, Libratus, beat a team of four top specialist professionals in heads-up no-limit Texas hold'em, which has 10^161 decision points. This game is the main benchmark challenge for imperfect-information game solving. Libratus is the only AI that has beat top humans at this game. Libratus is p
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!