نتایج جستجو برای: person games

تعداد نتایج: 165312  

2003
Tor Endestad Leila Torgersen

The relationship between videogames and violent behaviour was analysed in a representative sample of 9889 Norwegian youth ageing from 13 to 18 years. Videogames were separated in eight different categories. A hypothesis of the relationship between videogames and violence was put forward as a starting – point for reasoning. A unique correlation between violent videogames, specifying first person...

Solution concepts in cooperative games are based on either cost games or benefit games. Although cost games and benefit games are strategically equivalent, that is not the case in general for solution concepts. Motivated by this important observation, a new property called invariance property with respect to benefit/cost allocation is introduced in this paper. Since such a property can be regar...

2005
ERIN PEARSE

1. Definitions 2 1.1. Non-cooperative Games 2 1.2. Cooperative 2-person Games 4 1.3. Cooperative n-person Games (in coalitional form) 6 2. Theorems and Main Ideas 7 3. Techniques 8 3.1. Tips to remember when solving 2-player 0-sum games: 8 3.2. Solving for mixed strategies in 2-player 0-sum games: 8 3.3. Finding equilibrium pairs in 2-person nonzero-sum games 9 3.4. Finding the Nash maximin bar...

1986
Carol Luckhart Keki B. Irani

function is a function which estimates what resulting value Two-person, perfect information, constant sum games have been studied in Artificial Intelligence. This paper opens up the issue of playing n-person games and proposes a procedure for constant sum or non-constant sum games. It is proved that a procedure, max”, locates an equilibrium point given the entire game tree. The minimax procedur...

Journal: :Revue française d'informatique et de recherche opérationnelle. Série verte 1971

Journal: :Journal of Mathematical Analysis and Applications 1976

2007
Mike Molesworth

George Romero’s Dawn of the Dead is a film which has been criticised for its violence, but which also contains insights into our consumer society. In this paper I argue that videogames, which are similarly criticised for being violent, also tell us about one trajectory of consumer culture. Drawing from recent re-evaluations of the flâneur-shopper I consider the temporal, spatial and panoptic sc...

2017
Charlene Tay Linda B. Smith Chen Yu

The visual world can be a noisy and dynamic place. This poses problems for novice word learners who must map heard names to objects in scenes with their many potential referents. In this study, we consider how the visual stability and selectivity of scenes from the first-person perspective may simplify the learning problem. 12and 30-month-old children wore head cameras and played with a large s...

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