نتایج جستجو برای: dimensional video games on problem

تعداد نتایج: 8987217  

Journal: :CoRR 2018
Jordi Grau-Moya Felix Leibfried Haitham Bou-Ammar

Within the context of video games the notion of perfectly rational agents can be undesirable as it leads to uninteresting situations, where humans face tough adversarial decision makers. Current frameworks for stochastic games and reinforcement learning prohibit tuneable strategies as they seek optimal performance. In this paper, we enable such tuneable behaviour by generalising soft Q-learning...

2015
Monique Simons Mai JM Chinapaw Johannes Brug Jaap Seidell Emely de Vet

BACKGROUND Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not other physical activity, and when it is not associated with a higher energy intake. The current study...

2017
Michael Cerny Green Ahmed Khalifa Gabriella A. B. Barros Julian Togelius

We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions of game rules, generating instructive game levels, and generating demonstrations of how to play a game using agents that play in a human-like manner. We furt...

Journal: :Loading .. 2022

There is a wealth of research on the depiction and impact mental health representations in traditional media; however, less known about video games. As dominant form media 21st century, games uniquely portray illness ways as well unique to games, such in-game mechanics (e.g., sanity meters) player-driven decision making. This paper outlines importance cultural messages relating conveyed through...

2014
Miguel Nino Michael A. Evans

As constructivism gains more popularity in undergraduate engineering classrooms, video games are used with more frequency for instructional purposes. In fact, many of the principles of constructivism are practiced in the classroom through the use of video games. Since the beginning of this educational trend, several studies have been conducted to evaluate the effect that some learning or recrea...

2013
Peter I. Cowling Michael Buro Michal Bída Adi Botea Bruno Bouzy Martin V. Butz Philip Hingston Hector Muñoz-Avila Dana S. Nau Moshe Sipper

This chapter arises from the discussions of an experienced international group of researchers interested in the potential for creative application of algorithms for searching finite discrete graphs, which have been highly successful in a wide range of application areas, to address a broad range of problems arising in video games. The chapter first summarises the state of the art in search algor...

2008
Anna Spagnolli Luciano Gamberini Wannes Ribbens Mariek Vanden Abeele

Most research on the determinants of Presence focuses on aspects within the technology. Research on user characteristics and how they affect Presence is rather scarce. This paper presents the results from a stepwise multiple regression analysis in which the experienced Presence in video games is predicted by a set of user characteristics, among which three psychological constructs: the perceive...

Journal: :Sexual health 2018
Dèsirée Vidaña-Pérez Ariela Braverman-Bronstein Ana Basto-Abreu Inti Barrientos-Gutierrez Rainer Hilscher Tonatiuh Barrientos-Gutierrez

Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from...

2010
T. Atilla Ceranoglu

Video games have found their way into the clinical care of youth in most medical fields, and academic interest in their use is increasing steadily. The popularity of video games among youth may qualify them as a useful tool in psychotherapy for children and adolescents. Limited literature on use of video games in mental health care suggests that they can help young patients become more cooperat...

2013
Simon M. Lucas Michael Mateas Mike Preuss Pieter Spronck Julian Togelius Peter I. Cowling Michael Buro Michal Bida Adi Botea Bruno Bouzy Martin V. Butz Philip Hingston Héctor Muñoz-Avila Dana Nau Christian Bauckhage Clare Bates Congdon

This chapter arises from the discussions of an experienced international group of researchers interested in the potential for creative application of algorithms for searching finite discrete graphs, which have been highly successful in a wide range of application areas, to address a broad range of problems arising in video games. The chapter first summarises the state of the art in search algor...

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