نتایج جستجو برای: video games

تعداد نتایج: 222813  

2007
Michael Buro Marc Lanctot

Real-time strategy (RTS) games are complex decision domains which require quick reactions as well as strategic planning and adversarial reasoning. In this paper we describe the second RTS game AI tournament, which was held in June 2007, the competition entries that participated, and plans for next year’s tournament.

2016
Georgia Rossmann Martins Mário Escarce Junior Leandro Soriano Marcolino

AI is typically applied in video games in the creation of artificial opponents, in order to make them strong, realistic or even fallible (for the game to be “enjoyable” by human players). We offer a different perspective: we present the concept of “Art Games”, a view that opens up many possibilities for AI research and applications. Conference participants will play Jikan to Kukan, an art game ...

2015
Soledad Ballesteros Antonio Prieto Julia Mayas Pilar Toril Carmen Pita Laura Ponce de León José M. Reales John Waterworth

[This corrects the article on p. 277 in vol. 6, PMID: 25352805.].

2014
Jetse Goris Maarten B. Jalink Henk O. ten Cate Hoedemaker

Video games are accepted and used for a wide variety of applications. In the medical world, research on the positive effects of playing games on basic laparoscopic skills is rapidly increasing. Although these benefits have been proven several times, no institution actually uses video games for surgical training. This Short Communication describes some of the theoretical backgrounds, development...

Journal: :Developmental review : DR 2015
Mary K Rothbart Michael I Posner

To understand the problem of multitasking, it is necessary to examine the brain's attention networks that underlie the ability to switch attention between stimuli and tasks and to maintain a single focus among distractors. In this paper we discuss the development of brain networks related to the functions of achieving the alert state, orienting to sensory events, and developing self-control. Th...

2008
Alexander Rainer Tassilo Gepperth Jannik Fritsch Christian Goerick

We propose a modification of the dynamic neural field model of Amari [1], aiming at reducing the simulation effort by employing spaceand frequency representations of the dynamic state in parallel. Additionally, we show how the correct treatment of boundary conditions (wraparound, zero-padding) can be ensured, which is of particular importance for, e.g., vision processing. We present theoretical...

Journal: :Journal of experimental psychology. General 2014
Don van Ravenzwaaij Wouter Boekel Birte U Forstmann Roger Ratcliff Eric-Jan Wagenmakers

Previous research suggests that playing action video games improves performance on sensory, perceptual, and attentional tasks. For instance, Green, Pouget, and Bavelier (2010) used the diffusion model to decompose data from a motion detection task and estimate the contribution of several underlying psychological processes. Their analysis indicated that playing action video games leads to faster...

2005
Pieter Spronck

Adaptive game AI aims at enhancing computercontrolled game-playing agents with the ability to self-correct mistakes, and with creativity in responding to new situations. Before game publishers will allow the use of adaptive game AI in their games, they must be convinced of its reliability. In this paper we introduce a model for Reliable Adaptive Game Intelligence (RAGI). The purpose of the mode...

Journal: :Journal of experimental psychology. General 2016
Paul J C Adachi Gordon Hodson Teena Willoughby Carolyn Blank Alexandra Ha

Here we addressed whether even violent video games can improve intergroup attitudes if played cooperatively with an outgroup, in keeping with the Contact Hypothesis. In addition, we examined potential mechanisms of this effect. In Experiment 1 (N = 77), Canadians played a violent video game (Call of Duty: Black Ops) against zombies, either cooperatively or independently (i.e., at the same time ...

Journal: :The American psychologist 2014
Christopher J Ferguson

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