Добірка наукової літератури з теми "Game tree"

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Статті в журналах з теми "Game tree":

1

Pijls, Wim, and Arie de Bruin. "Game tree algorithms and solution trees." Theoretical Computer Science 252, no. 1-2 (February 2001): 197–215. http://dx.doi.org/10.1016/s0304-3975(00)00082-7.

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2

Xiong, Shuo, and Hiroyuki Iida. "Attractiveness of real time strategy games." Computer Science and Information Systems 12, no. 4 (2015): 1217–34. http://dx.doi.org/10.2298/csis141101054x.

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Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refinement values are calculated and compared with other type of games. It is found that StarCraft II has a zone value of game refinement.
3

Malík, V., and P. Karnet. "Game damage to forest trees." Journal of Forest Science 53, No. 9 (January 7, 2008): 406–12. http://dx.doi.org/10.17221/2143-jfs.

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Humans should behave in such a way that they will not endanger the existence of other living entities. After all, human activities affected the tree species composition and wildlife living conditions. Humans are now responsible for the preservation of delicate equilibrium in nature. Two localities were chosen for the research of game damage caused to standing trees – shooting areas Lužánky and Červený jelen, both situated in the vicinity of Jindřichův Hradec in South Bohemia. Seasonal character of tree-damage origin as well as its relation to the chemical content of spruce (<I>Picea abies</I> [L.] Karst.) and pine (<I>Pinus sylvestri</I>s [L.]) bark were investigated. This area is typical of high game stock; trees are damaged by browsing and bark stripping. Particular advice for game management with respect to minimizing tree damage is presented. The data set of chemical bark analyses was statistically evaluated by <I>t</I>- and <I>F</I>-test and significant differences in element contents were detected between damaged and undamaged pine bark for N-substances (<I>P</I> = 0.003309), Ca (<I>P</I> = 0.001460), P (<I>P</I> = 0.004343), Mg (<I>P</I> = 0.001419) and K (<I>P</I> = 0.016290). Humans have influenced many changes in the distribution of different animal and plant species. Among others they are responsible for the altered species composition. Typically the extinction of large predators produces changes in food chains. In forest stands influenced by human activities the reasonable game management and the regulation of game stock seems to be one of the main tools in forest protection.
4

Feldmann, R., B. Monien, P. Mysliwietz, and O. Vornberger. "Distributed Game-Tree Search1." ICGA Journal 12, no. 2 (June 1, 1989): 65–73. http://dx.doi.org/10.3233/icg-1989-12203.

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5

Marsland, T. A., and Fred Popowich. "Parallel Game-Tree Search." IEEE Transactions on Pattern Analysis and Machine Intelligence PAMI-7, no. 4 (July 1985): 442–52. http://dx.doi.org/10.1109/tpami.1985.4767683.

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6

Schaeffer, Jonathan. "Distributed game-tree searching." Journal of Parallel and Distributed Computing 6, no. 1 (February 1989): 90–114. http://dx.doi.org/10.1016/0743-7315(89)90044-0.

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7

Novak, Damijan, Domen Verber, Jani Dugonik, and Iztok Fister. "A Comparison of Evolutionary and Tree-Based Approaches for Game Feature Validation in Real-Time Strategy Games with a Novel Metric." Mathematics 8, no. 5 (May 1, 2020): 688. http://dx.doi.org/10.3390/math8050688.

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When it comes to game playing, evolutionary and tree-based approaches are the most popular approximate methods for decision making in the artificial intelligence field of game research. The evolutionary domain therefore draws its inspiration for the design of approximate methods from nature, while the tree-based domain builds an approximate representation of the world in a tree-like structure, and then a search is conducted to find the optimal path inside that tree. In this paper, we propose a novel metric for game feature validation in Real-Time Strategy (RTS) games. Firstly, the identification and grouping of Real-Time Strategy game features is carried out, and, secondly, groups are included into weighted classes with regard to their correlation and importance. A novel metric is based on the groups, weighted classes, and how many times the playtesting agent invalidated the game feature in a given game feature scenario. The metric is used in a series of experiments involving recent state-of-the-art evolutionary and tree-based playtesting agents. The experiments revealed that there was no major difference between evolutionary-based and tree-based playtesting agents.
8

Khmelnitskaya, Anna, Özer Selçuk, and Dolf Talman. "The average covering tree value for directed graph games." Journal of Combinatorial Optimization 39, no. 2 (October 30, 2019): 315–33. http://dx.doi.org/10.1007/s10878-019-00471-5.

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Abstract We introduce a single-valued solution concept, the so-called average covering tree value, for the class of transferable utility games with limited communication structure represented by a directed graph. The solution is the average of the marginal contribution vectors corresponding to all covering trees of the directed graph. The covering trees of a directed graph are those (rooted) trees on the set of players that preserve the dominance relations between the players prescribed by the directed graph. The average covering tree value is component efficient, and under a particular convexity-type condition it is stable. For transferable utility games with complete communication structure the average covering tree value equals to the Shapley value of the game. If the graph is the directed analog of an undirected graph the average covering tree value coincides with the gravity center solution.
9

Chang, Wen-Chih, Te-Hua Wang, and Yan-Da Chiu. "Board Game Supporting Learning Prim’s Algorithm and Dijkstra’s Algorithm." International Journal of Multimedia Data Engineering and Management 1, no. 4 (October 2010): 16–30. http://dx.doi.org/10.4018/jmdem.2010100102.

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The concept of minimum spanning tree algorithms in data structure is difficult for students to learn and to imagine without practice. Usually, learners need to diagram the spanning trees with pen to realize how the minimum spanning tree algorithm works. In this paper, the authors introduce a competitive board game to motivate students to learn the concept of minimum spanning tree algorithms. They discuss the reasons why it is beneficial to combine graph theories and board game for the Dijkstra and Prim minimum spanning tree theories. In the experimental results, this paper demonstrates the board game and examines the learning feedback for the mentioned two graph theories. Advantages summarizing the benefits of combining the graph theories with board game are discussed.
10

Hasanudin, Muhaimin, Turki Salim, and Arkan Nur Robby. "RANCANG BANGUN APLIKASI GAME PUZZLE BERBASIS ANDROID MENGGUNAKAN ALGORITMA DECISION TREE." Journal CERITA 3, no. 2 (August 1, 2017): 171–80. http://dx.doi.org/10.33050/cerita.v3i2.654.

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The development of games today is very rapid and has become part of the lifestyle. A puzzle game is an application that can be used to hone thinking and memory skills where users have to find a way out and collect special items that have been provided at every level of the game . The player must collect all the white orb in each level to get the key to move to the next level but the player will be confronted by the constraints on how to find the key and retrieve it . The game is designed using decision tree and game algorithms designed using Game Maker Studio that is applied to Android devices.

Дисертації з теми "Game tree":

1

Brockington, Mark Gordon. "Asynchronous parallel game-tree search." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ29023.pdf.

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2

Zhao, Boning. "A THEORETIC APPROACH FOR BINARY GAME TREE EVALUATION." Case Western Reserve University School of Graduate Studies / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=case1586520140611046.

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3

Sista, Subrahmanya Srivathsava. "Adversarial Game Playing Using Monte Carlo Tree Search." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1479820656701076.

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4

Kenobi, Ben Tuhoe. "Hiding in a hollow tree." AUT University, 2010. http://hdl.handle.net/10292/886.

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Starting with a broad analysis of game story-telling methods, this project seeks to interrogate a player’s occupation and navigation of the possibility space of a game’s meta-narrative and isolate ‘story-telling’ techniques specific and inherent to the computer-game medium. This leads to a series of formalized design schema, on the meta-narrative – game-play relationship, to assist computer-game design practice.
5

Cheng, Chee Chian. "RESOURCE CONSTRAINT COOPERATIVE GAME WITH MONTE CARLO TREE SEARCH." OpenSIUC, 2016. https://opensiuc.lib.siu.edu/dissertations/1239.

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A hybrid methodology of game theory and Monte Carlo Tree Search was developed and the hybrid methodology was tested with various case studies through the nurse scheduling problem to show that it was able to form Pareto front dominance solutions, finding feasible solutions that were optimal and finding feasible partial solutions in over-constrained problems. The performance comparison was carried out with the Genetic Algorithm on the Resident Physician Scheduling problem and showed that the hybrid methodology was able to produce better quality solutions compared to the state of the art approach.
6

Rossin, Samuel. "Steiner Tree Games." Oberlin College Honors Theses / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1464700445.

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7

Mäser, Fabian. "Divide and conquer in game tree search : algorithms, software and case studies /." [S.l.] : [s.n.], 2001. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=14149.

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8

Bolin, Jakob, and Nico Palmroos. "Monte-Carlo Tree Search Used for Fortification in the Game of Risk." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-297698.

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The strategy game Risk is a very popular boardgame, requiring little effort to learn but lots of skill to master.The aim of this project is to explore the fortification phase of thegame, where the player’s troops are moved between territories.Our method is based on adapting Monte Carlo tree search(MCTS) to Risk. To improve the troop movements, we proposetwo techniques, hierarchical search and progressive bias. Thesemethods, combined with other extensions of MCTS are thencompared against a baseline player of the game. Our results showthat hierarchical search improved the MCTS agent’s playingpower and the progressive bias have potential to improve theagent but needs further investigation.
Strategispelet Risk är ett väldigt populärt brädspel som är lätt att lära sig men svårt att bemästra. Syftet med detta projekt är att utforska spelets befästningsfas, där spelarens trupper flyttas mellan territorier. Vår metod är baserad på en anpassning av Monte Carlo trädsökning (MCTS) till Risk. För att förbättra trupprörelserna föreslår vi två tekniker, ”hierarchical search” och ”progressive bias”. Dessa metoder, i kombination med andra tillägg av MCTS, jämförs sedan mot en standard agent i spelet. Våra resultat visar att hierarchical search förbättrade MCTS agentens spelstyrka och att progressivce bias har möjlighet att förbättra agenten men kräver fortsatt utforskning.
Kandidatexjobb i elektroteknik 2020, KTH, Stockholm
9

Wang, Yuan. "Mastering the Game of Gomoku without Human Knowledge." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1865.

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Gomoku, also called Five in a row, is one of the earliest checkerboard games invented by humans. For a long time, it has brought countless pleasures to us. We humans, as players, also created a lot of skills in playing it. Scientists normalize and enter these skills into the computer so that the computer knows how to play Gomoku. However, the computer just plays following the pre-entered skills, it doesn’t know how to develop these skills by itself. Inspired by Google’s AlphaGo Zero, in this thesis, by combining the technologies of Monte Carlo Tree Search, Deep Neural Networks, and Reinforcement Learning, we propose a system that trains machine Gomoku players without prior human skills. These are self-evolving players that no prior knowledge is given. They develop their own skills from scratch by themselves. We have run this system for a month and half, during which time 150 different players were generated. The later these players were generated, the stronger abilities they have. During the training, beginning with zero knowledge, these players developed a row-based bottom-up strategy, followed by a column-based bottom-up strategy, and finally, a more flexible and intelligible strategy with a preference to the surrounding squares. Although even the latest players do not have strong capacities and thus couldn’t be regarded as strong AI agents, they still show the abilities to learn from the previous games. Therefore, this thesis proves that it is possible for the machine Gomoku player to evolve by itself without human knowledge. These players are on the right track, with continuous training, they would become better Gomoku players.
10

Lunday, Brian Joseph. "Resource Allocation on Networks: Nested Event Tree Optimization, Network Interdiction, and Game Theoretic Methods." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/77323.

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This dissertation addresses five fundamental resource allocation problems on networks, all of which have applications to support Homeland Security or industry challenges. In the first application, we model and solve the strategic problem of minimizing the expected loss inflicted by a hostile terrorist organization. An appropriate allocation of certain capability-related, intent-related, vulnerability-related, and consequence-related resources is used to reduce the probabilities of success in the respective attack-related actions, and to ameliorate losses in case of a successful attack. Given the disparate nature of prioritizing capital and material investments by federal, state, local, and private agencies to combat terrorism, our model and accompanying solution procedure represent an innovative, comprehensive, and quantitative approach to coordinate resource allocations from various agencies across the breadth of domains that deal with preventing attacks and mitigating their consequences. Adopting a nested event tree optimization framework, we present a novel formulation for the problem as a specially structured nonconvex factorable program, and develop two branch-and-bound schemes based respectively on utilizing a convex nonlinear relaxation and a linear outer-approximation, both of which are proven to converge to a global optimal solution. We also investigate a fundamental special-case variant for each of these schemes, and design an alternative direct mixed-integer programming model representation for this scenario. Several range reduction, partitioning, and branching strategies are proposed, and extensive computational results are presented to study the efficacy of different compositions of these algorithmic ingredients, including comparisons with the commercial software BARON. The developed set of algorithmic implementation strategies and enhancements are shown to outperform BARON over a set of simulated test instances, where the best proposed methodology produces an average optimality gap of 0.35% (compared to 4.29% for BARON) and reduces the required computational effort by a factor of 33. A sensitivity analysis is also conducted to explore the effect of certain key model parameters, whereupon we demonstrate that the prescribed algorithm can attain significantly tighter optimality gaps with only a near-linear corresponding increase in computational effort. In addition to enabling effective comprehensive resource allocations, this research permits coordinating agencies to conduct quantitative what-if studies on the impact of alternative resourcing priorities. The second application is motivated by the author's experience with the U.S. Army during a tour in Iraq, during which combined operations involving U.S. Army, Iraqi Army, and Iraqi Police forces sought to interdict the transport of selected materials used for the manufacture of specialized types of Improvised Explosive Devices, as well as to interdict the distribution of assembled devices to operatives in the field. In this application, we model and solve the problem of minimizing the maximum flow through a network from a given source node to a terminus node, integrating different forms of superadditive synergy with respect to the effect of resources applied to the arcs in the network. Herein, the superadditive synergy reflects the additional effectiveness of forces conducting combined operations, vis-à-vis unilateral efforts. We examine linear, concave, and general nonconcave superadditive synergistic relationships between resources, and accordingly develop and test effective solution procedures for the underlying nonlinear programs. For the linear case, we formulate an alternative model representation via Fourier-Motzkin elimination that reduces average computational effort by over 40% on a set of randomly generated test instances. This test is followed by extensive analyses of instance parameters to determine their effect on the levels of synergy attained using different specified metrics. For the case of concave synergy relationships, which yields a convex program, we design an inner-linearization procedure that attains solutions on average within 3% of optimality with a reduction in computational effort by a factor of 18 in comparison with the commercial codes SBB and BARON for small- and medium-sized problems; and outperforms these softwares on large-sized problems, where both solvers failed to attain an optimal solution (and often failed to detect a feasible solution) within 1800 CPU seconds. Examining a general nonlinear synergy relationship, we develop solution methods based on outer-linearizations, inner-linearizations, and mixed-integer approximations, and compare these against the commercial software BARON. Considering increased granularities for the outer-linearization and mixed-integer approximations, as well as different implementation variants for both these approaches, we conduct extensive computational experiments to reveal that, whereas both these techniques perform comparably with respect to BARON on small-sized problems, they significantly improve upon the performance for medium- and large-sized problems. Our superlative procedure reduces the computational effort by a factor of 461 for the subset of test problems for which the commercial global optimization software BARON could identify a feasible solution, while also achieving solutions of objective value 0.20% better than BARON. The third application is likewise motivated by the author's military experience in Iraq, both from several instances involving coalition forces attempting to interdict the transport of a kidnapping victim by a sectarian militia as well as, from the opposite perspective, instances involving coalition forces transporting detainees between interment facilities. For this application, we examine the network interdiction problem of minimizing the maximum probability of evasion by an entity traversing a network from a given source to a designated terminus, while incorporating novel forms of superadditive synergy between resources applied to arcs in the network. Our formulations examine either linear or concave (nonlinear) synergy relationships. Conformant with military strategies that frequently involve a combination of overt and covert operations to achieve an operational objective, we also propose an alternative model for sequential overt and covert deployment of subsets of interdiction resources, and conduct theoretical as well as empirical comparative analyses between models for purely overt (with or without synergy) and composite overt-covert strategies to provide insights into absolute and relative threshold criteria for recommended resource utilization. In contrast to existing static models, in a fourth application, we present a novel dynamic network interdiction model that improves realism by accounting for interactions between an interdictor deploying resources on arcs in a digraph and an evader traversing the network from a designated source to a known terminus, wherein the agents may modify strategies in selected subsequent periods according to respective decision and implementation cycles. We further enhance the realism of our model by considering a multi-component objective function, wherein the interdictor seeks to minimize the maximum value of a regret function that consists of the evader's net flow from the source to the terminus; the interdictor's procurement, deployment, and redeployment costs; and penalties incurred by the evader for misperceptions as to the interdicted state of the network. For the resulting minimax model, we use duality to develop a reformulation that facilitates a direct solution procedure using the commercial software BARON, and examine certain related stability and convergence issues. We demonstrate cases for convergence to a stable equilibrium of strategies for problem structures having a unique solution to minimize the maximum evader flow, as well as convergence to a region of bounded oscillation for structures yielding alternative interdictor strategies that minimize the maximum evader flow. We also provide insights into the computational performance of BARON for these two problem structures, yielding useful guidelines for other research involving similar non-convex optimization problems. For the fifth application, we examine the problem of apportioning railcars to car manufacturers and railroads participating in a pooling agreement for shipping automobiles, given a dynamically determined total fleet size. This study is motivated by the existence of such a consortium of automobile manufacturers and railroads, for which the collaborative fleet sizing and efforts to equitably allocate railcars amongst the participants are currently orchestrated by the \textit{TTX Company} in Chicago, Illinois. In our study, we first demonstrate potential inequities in the industry standard resulting either from failing to address disconnected transportation network components separately, or from utilizing the current manufacturer allocation technique that is based on average nodal empty transit time estimates. We next propose and illustrate four alternative schemes to apportion railcars to manufacturers, respectively based on total transit time that accounts for queuing; two marginal cost-induced methods; and a Shapley value approach. We also provide a game-theoretic insight into the existing procedure for apportioning railcars to railroads, and develop an alternative railroad allocation scheme based on capital plus operating costs. Extensive computational results are presented for the ten combinations of current and proposed allocation techniques for automobile manufacturers and railroads, using realistic instances derived from representative data of the current business environment. We conclude with recommendations for adopting an appropriate apportionment methodology for implementation by the industry.
Ph. D.

Книги з теми "Game tree":

1

Tzeng, Chun-Hung. A Theory of Heuristic Information in Game-Tree Search. Berlin, Heidelberg: Springer Berlin Heidelberg, 1988.

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2

Tzeng, Chun-Hung. A Theory of Heuristic Information in Game-Tree Search. Berlin, Heidelberg: Springer Berlin Heidelberg, 1988. http://dx.doi.org/10.1007/978-3-642-61368-5.

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3

Tzeng, Chun-Hung. A theory of heuristic information in game-tree search. Berlin: Springer-Verlag, 1988.

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4

Stephen, Reynolds. Beyond the killing tree: A journey of discovery. Fairbanks: Epicenter Press, 1995.

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5

Heywood, Joseph. Shadow of the wolf tree: A woods cop mystery. Guilford, Conn: Lyons Press, 2010.

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6

Heywood, Joseph. Shadow of the wolf tree: A woods cop mystery. Guilford, Conn: Lyons Press, 2010.

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7

Corbett, Jim. The second Jim Corbett omnibus: My India, Jungle lore, Tree tops. New Delhi: Oxford University Press, 1992.

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8

CRANDALL, MELISSA. Shell Game: Star Trek #63. New York: Pocket Books, 1993.

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9

Knight, David. Star Trek: Prima official game guide. Roseville, CA: Prima Games, 2013.

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10

Bogenn, Tim. True crime: Streets of L.A. : official strategy guide. Indianapolis, IN: BradyGames, 2004.

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Частини книг з теми "Game tree":

1

Pijls, Wim, and Arie de Bruin. "Game Tree Algorithms and Solution Trees." In Computers and Games, 195–204. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/3-540-48957-6_12.

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2

Tzeng, Chun-Hung. "Heuristic Game-Tree Searches." In A Theory of Heuristic Information in Game-Tree Search, 18–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 1988. http://dx.doi.org/10.1007/978-3-642-61368-5_3.

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3

Feldmann, R., B. Monien, P. Mysliwietz, and O. Vornberger. "Distributed Game Tree Search." In Parallel Algorithms for Machine Intelligence and Vision, 66–101. New York, NY: Springer New York, 1990. http://dx.doi.org/10.1007/978-1-4612-3390-9_3.

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4

Dasgupta, Pallab, P. P. Chakrabarti, and S. C. DeSarkar. "Multiobjective Game Tree Search." In Multiobjective Heuristic Search, 97–118. Wiesbaden: Vieweg+Teubner Verlag, 1999. http://dx.doi.org/10.1007/978-3-322-86853-4_6.

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5

Tzeng, Chun-Hung. "Probabilistic Game Models and Game Values." In A Theory of Heuristic Information in Game-Tree Search, 40–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 1988. http://dx.doi.org/10.1007/978-3-642-61368-5_5.

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6

de Bruin, Arie, and Wim Pijls. "Trends in game tree search." In SOFSEM'96: Theory and Practice of Informatics, 255–74. Berlin, Heidelberg: Springer Berlin Heidelberg, 1996. http://dx.doi.org/10.1007/bfb0037408.

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7

Barman, Siddharth, Katrina Ligett, and Georgios Piliouras. "Approximating Nash Equilibria in Tree Polymatrix Games." In Algorithmic Game Theory, 285–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-662-48433-3_22.

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8

Curiel, Imma. "Minimum Cost Spanning Tree Games." In Cooperative Game Theory and Applications, 129–48. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-1-4757-4871-0_6.

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9

Konishi, Masato, Seiya Okubo, Tetsuro Nishino, and Mitsuo Wakatsuki. "Decision Tree Analysis in Game Informatics." In Applied Computing & Information Technology, 13–27. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64051-8_2.

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Gogacz, Tomasz, Henryk Michalewski, Matteo Mio, and Michał Skrzypczak. "Measure Properties of Game Tree Languages." In Mathematical Foundations of Computer Science 2014, 303–14. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-662-44522-8_26.

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Тези доповідей конференцій з теми "Game tree":

1

Ribeiro, Leonardo F. R., and Daniel R. Figueiredo. "Performance of Monte Carlo Tree Search Algorithms when Playing the Game Ataxx." In XV Encontro Nacional de Inteligência Artificial e Computacional. Sociedade Brasileira de Computação - SBC, 2018. http://dx.doi.org/10.5753/eniac.2018.4423.

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Monte Carlo Tree Search (MCTS) has recently emerged as a promising technique to play games with very large state spaces. Ataxx is a simple two-player board game with large and deep game tree. In this work, we apply different MCTS algorithms to play the game Ataxx and evaluate its performance against different adversaries (e.g., minimax2). Our analysis highlights one key aspect of MCTS, the trade-off between samples (and accuracy) and chances of winning the game which translates to a trade-off between the delay in making a move and chances of winning.
2

Shmueli, Tal, and Inon Zuckerman. "Avoiding Game-Tree Pathology in Multi-player Games." In 2015 IEEE / WIC / ACM International Conference on Web Intelligence and Intelligent Agent Technology (WI-IAT). IEEE, 2015. http://dx.doi.org/10.1109/wi-iat.2015.56.

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3

Koriche, Frédéric, Sylvain Lagrue, Éric Piette, and Sébastien Tabary. "Constraint-Based Symmetry Detection in General Game Playing." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/40.

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Symmetry detection is a promising approach for reducing the search tree of games. In General Game Playing (GGP), where any game is compactly represented by a set of rules in the Game Description Language (GDL), the state-of-the-art methods for symmetry detection rely on a rule graph associated with the GDL description of the game. Though such rule-based symmetry detection methods can be applied to various tree search algorithms, they cover only a limited number of symmetries which are apparent in the GDL description. In this paper, we develop an alternative approach to symmetry detection in stochastic games that exploits constraint programming techniques. The minimax optimization problem in a GDL game is cast as a stochastic constraint satisfaction problem (SCSP), which can be viewed as a sequence of one-stage SCSPs. Minimax symmetries are inferred according to themicrostructure complement of these one-stage constraint networks. Based on a theoretical analysis of this approach, we experimentally show on various games that the recent stochastic constraint solver MAC-UCB, coupled with constraint-based symmetry detection, significantly outperforms the standard Monte Carlo Tree Search algorithms, coupled with rule-based symmetry detection. This constraint-driven approach is also validated by the excellent results obtained by our player during the last GGP competition.
4

Nascimento, Raul Batista, and Valzeli Sampaio. "Prenda da Mangueira." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.100.

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Prenda da Mangueira is an Alternate Reality Game (ARG) in the process of production in which uses the Mangueira Desejo project as a base to bring back a well known children’s game called Boca de Forno, that consists of one of the children being the leader which will be called mãe (mom), that will be in charge of giving errands to run by the other children as fast as they can right after singing a song together led by mãe. ARGs are transmedia analogic games that gather a community together to interact and play, solving puzzles, mysteries, quests and so on. They all have a strong narrative that extends our current reality and evolves as the players’ progress. The game is normally managed by their designers. The ARG’s definition is quite open, but some authors agree on the use of the term transmedia “the aggregate effect of multiple texts/media artifacts” as the defining attribute of ARGs. Even being a game, designers and players tend to bring a sentiment of that not being a real game but the reality itself. As adulthood comes we start to leave behind those games we used to play as children. Each generation has their own games and to those people who lived during the times with little or no internet, the trees still had some meaning and an importance, they were either a physical point of reference and a stage for children to gather and play around its shelter. Many of our already known children's games were born, taught and learned in scenarios like that, together with a handful of nostalgic memories that are getting harder and harder to bring back due to the decreasing social contact brought by many factors of our current way of life. As Mango Tree (Mangueira Desejo) project already brings us the observation of our current reality through an alternate digital one, bringing back and setting new meanings to the city’s mango trees, done over the idea of Yoko Ono’s project Wish Tree which encourages us to express ourselves through the written wishes hung up on any living tree. The project’s intent is to add a new expression to Mangueira Desejo project which is a new narrative that comprises the mãe (mom) played by the designers through the tree entity that brings errands for the players to run. As the base project uses trees, this project will stick to it and place physical markers on city’s trees in order to let anyone with an AR ready mobile device with the app installed to play the game.
5

Oyo, Kuratomo, Naoto Noguchi, and Tatsuji Takahashi. "Causal cognition in game tree search." In PROCEEDINGS OF THE INTERNATIONAL CONFERENCE ON NUMERICAL ANALYSIS AND APPLIED MATHEMATICS 2014 (ICNAAM-2014). AIP Publishing LLC, 2015. http://dx.doi.org/10.1063/1.4912811.

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6

Karapinar, Zehra, Arafat Senturk, Sultan Zavrak, Resul Kara, and Pakize Erdogmus. "Binary apple tree: A game approach to tree traversal algorithms." In 2012 11th International Conference on Information Technology Based Higher Education and Training (ITHET). IEEE, 2012. http://dx.doi.org/10.1109/ithet.2012.6246026.

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7

Schwahn, Anne M. "Minimum cut tree games." In 2009 International Conference on Game Theory for Networks (GameNets). IEEE, 2009. http://dx.doi.org/10.1109/gamenets.2009.5137378.

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8

Imagawa, Takahisa, and Tomoyuki Kaneko. "Enhancements in Monte Carlo tree search algorithms for biased game trees." In 2015 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2015. http://dx.doi.org/10.1109/cig.2015.7317924.

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9

Kimura, Takeshi, Takuya Ugajin, and Yoshiyuki Kotani. "Bigram Realization Probability for Game Tree Search." In 2011 International Conference on Technologies and Applications of Artificial Intelligence (TAAI). IEEE, 2011. http://dx.doi.org/10.1109/taai.2011.53.

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10

Sheng, Xinxin, and David Thuente. "Decision Tree Learning in General Game Playing." In Artificial Intelligence and Applications / Modelling, Identification, and Control. Calgary,AB,Canada: ACTAPRESS, 2011. http://dx.doi.org/10.2316/p.2011.717-109.

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Звіти організацій з теми "Game tree":

1

Wu, Lifei. Minimization of Permuted Reed-Muller Trees and Reed-Muller Trees for Cellular Logic Programmable Gate Arrays. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.6629.

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2

Oliveri, María Laura. Envejecimiento y atención a la dependencia en Argentina. Inter-American Development Bank, November 2020. http://dx.doi.org/10.18235/0002891.

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Argentina es uno de los países con población más envejecida en América Latina y el Caribe y continúa envejeciendo a un ritmo acelerado. Esto trae aparejado un aumento en la demanda de cuidados de largo plazo para las personas mayores, en particular a aquellos que requieren ayuda en actividades de la vida cotidiana. La población de 60 años y más asciende al 15,7% de la población total en el año 2020, casi 7,1 millones de personas. Se proyecta que esta proporción continúe incrementándose, llegando al 22% en 2050, unos 12,5 millones de personas. Se estima que en 2012 en Argentina alrededor del 10% de las personas mayores de 60 años presentaba dificultades para realizar actividades básicas de la vida diaria y un 22% tenía dificultades para realizar actividades instrumentales. Con los datos de población de 2020, esto equivale a unas 678 mil personas mayores con dificultades para realizar actividades básicas de la vida diaria y 1,5 millones para con dificultades en actividades instrumentales y un total de 1,6 millones con algún grado de necesidad de apoyo (con dificultad para realizar tanto actividades básicas como instrumentales). Las tendencias demográficas sin duda aumentarán la demanda de servicios de cuidado y, dadas las tendencias familiares (hogares más pequeños y mayor participación laboral femenina), la presión será cada vez mayor sobre los servicios provistos por el mercado, el Estado y la comunidad. Para hacer frente a esta demanda, la Argentina cuenta con una amplia gama de servicios públicos de cuidado. Sin embargo, este es altamente fragmentado y poco articulado entre instituciones y los distintos niveles de gobierno. Los servicios provistos son aún insuficientes para satisfacer las necesidades de cuidados del país y existe el reto de mejorar su calidad. Esta nota técnica es publicada en conjunto por el BID y el Programa de la Unión Europea EUROsociAL, y es parte de una serie de estudios sobre envejecimiento y servicios de cuidado para personas en situación de dependencia que se encuentran en la página web “Panorama de Envejecimiento y Atención a la Dependencia” del BID.
3

Raymond, Kara, Laura Palacios, Cheryl McIntyre, and Evan Gwilliam. Status of climate and water resources at Saguaro National Park: Water year 2019. Edited by Alice Wondrak Biel. National Park Service, December 2021. http://dx.doi.org/10.36967/nrr-2288717.

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Climate and hydrology are major drivers of ecosystems. They dramatically shape ecosystem structure and function, particularly in arid and semi-arid ecosystems. Understanding changes in climate, groundwater, and water quality and quantity is central to assessing the condition of park biota and key cultural resources. The Sonoran Desert Network collects data on climate, groundwater, and surface water at 11 National Park Service units in south-ern Arizona and New Mexico. This report provides an integrated look at climate, groundwater, and springs conditions at Saguaro National Park (NP) during water year 2019 (October 2018–September 2019). Annual rainfall in the Rincon Mountain District was 27.36" (69.49 cm) at the Mica Mountain RAWS station and 12.89" (32.74 cm) at the Desert Research Learning Center Davis station. February was the wettest month, accounting for nearly one-quarter of the annual rainfall at both stations. Each station recorded extreme precipitation events (>1") on three days. Mean monthly maximum and minimum air temperatures were 25.6°F (-3.6°C) and 78.1°F (25.6°C), respectively, at the Mica Mountain station, and 37.7°F (3.2°C) and 102.3°F (39.1°C), respectively, at the Desert Research Learning Center station. Overall temperatures in WY2019 were cooler than the mean for the entire record. The reconnaissance drought index for the Mica Mountain station indicated wetter conditions than average in WY2019. Both of the park’s NOAA COOP stations (one in each district) had large data gaps, partially due to the 35-day federal government shutdown in December and January. For this reason, climate conditions for the Tucson Mountain District are not reported. The mean groundwater level at well WSW-1 in WY2019 was higher than the mean for WY2018. The water level has generally been increasing since 2005, reflecting the continued aquifer recovery since the Central Avra Valley Storage and Recovery Project came online, recharging Central Arizona Project water. Water levels at the Red Hills well generally de-clined starting in fall WY2019, continuing through spring. Monsoon storms led to rapid water level increases. Peak water level occurred on September 18. The Madrona Pack Base well water level in WY2019 remained above 10 feet (3.05 m) below measuring point (bmp) in the fall and winter, followed by a steep decline starting in May and continuing until the end of September, when the water level rebounded following a three-day rain event. The high-est water level was recorded on February 15. Median water levels in the wells in the middle reach of Rincon Creek in WY2019 were higher than the medians for WY2018 (+0.18–0.68 ft/0.05–0.21 m), but still generally lower than 6.6 feet (2 m) bgs, the mean depth-to-water required to sustain juvenile cottonwood and willow trees. RC-7 was dry in June–September, and RC-4 was dry in only September. RC-5, RC-6 and Well 633106 did not go dry, and varied approximately 3–4 feet (1 m). Eleven springs were monitored in the Rincon Mountain District in WY2019. Most springs had relatively few indications of anthropogenic or natural disturbance. Anthropogenic disturbance included spring boxes or other modifications to flow. Examples of natural disturbance included game trails and scat. In addition, several sites exhibited slight disturbance from fires (e.g., burned woody debris and adjacent fire-scarred trees) and evidence of high-flow events. Crews observed 1–7 taxa of facultative/obligate wetland plants and 0–3 invasive non-native species at each spring. Across the springs, crews observed four non-native plant species: rose natal grass (Melinis repens), Kentucky bluegrass (Poa pratensis), crimson fountaingrass (Cenchrus setaceus), and red brome (Bromus rubens). Baseline data on water quality and chemistry were collected at all springs. It is likely that that all springs had surface water for at least some part of WY2019. However, temperature sensors to estimate surface water persistence failed...

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