نتایج جستجو برای: person games
تعداد نتایج: 165312 فیلتر نتایج به سال:
We show that in zero-sum polymatrix games, a multiplayer generalization of two-person zerosum games, Nash equilibria can be found efficiently with linear programming. We also show that the set of coarse correlated equilibria collapses to the set of Nash equilibria. In contrast, other important properties of two-person zero-sum games are not preserved: Nash equilibrium payoffs need not be unique...
In this paper, the classical theory of two-person cooperative games is extended to two-person cooperative games with interval uncertainty. The core, balancedness, superadditivity and related topics are studied. Solutions called ψ α-values are introduced and characterizations are given. Some economical situations with an interval character are considered.
We define a probabilistic game automaton, a general model of a two-person game. We show how this model includes as special cases the games against nature of Papadimitriou [13], the Arthur-Merlin games of Babai [ 11, and the interactive proof systems of Goldwasser, Micah, and Rackoff [7]. We prove a number of results about another special case, games against unknown nature, which is a generaliza...
vocabulary as a major component of language learning has been the object of numerous studies each of which has its own contribution to the field. finding the best way of learning the words deeply and extensively is the common objective of most of those studies. however, one effective way for achieving this goal is somehow neglected in the field. using a variety of activities such as games can r...
We consider some combinatorial principles based on playing in parallel several two person games. For innnite games, the determinacy of the games implies these principles, but we show that they can fail for nondetermined games. We pose a question, if these principles, stated for nite games, are provable in weak axiomatic systems for arithmetic (bounded arithmetic).
Abs t rac t . This paper surveys work on the synthesis of reactive programs which implement winning strategies in infinite two-person games. The representation of such games by Muller automata and by game graphs (as introduced by McNaughton) is considered, and the construction of winning strategies is described in three stages, covering "guarantee games", "recurrence games", and generM regular ...
The goal of this work is to design and implement an agent which generates hints for a player in a first person shooter game. The agent is a computer-controlled character which collaborates with the player to achieve the goal of the game. Such agent uses state of the art reasoning techniques from the area of artificial intelligence planning in order to come up with the content of the instruction...
Video games are quickly becoming a significant part of society with a growing industry that employs a wide range of talent, from programmers to graphic artists. Video games are also becoming an interesting and useful testbed for Artificial Intelligence research. Complex, realistic environmental constraints, as well as performance considerations demand highly efficient AI techniques. At the same...
The title ‘Playful Play with Games’ refers to the possibility of creative involvement with games by altering their structure in a playful way. The focus of this paper is on modifying the first person shooter game Unreal Tournament as a learning process. Modifying the game means to become a creator or writer in addition to a reader and player, but nonetheless with a playful attitude and a good u...
In this paper, we describe the method we used to design the therapeutic game called Le Village aux Oiseaux, a first person shooter aiming to stimulate the attention network of seniors suffering from the Alzheimer's disease. One of the main issues we had to deal with was how to adapt games designed for adolescents and young adults, to seniors. A lack of studies and game design guidelines, as wel...
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