نتایج جستجو برای: person games
تعداد نتایج: 165312 فیلتر نتایج به سال:
Article History: The present study used a between subjects, post-test only design to investigate the impact of Submitted on 21 April 2011 background music (low tempo music vs. high tempo music) on arousal and aggression of a player playing a first person shooter video game: Counter-Strike. Arousal was measured using Skin Conductance Level (SCL) and aggression using an Implicit Attitude Test (IA...
First person shooter games are plagued with the problem of players losing interest once they have learned the patterns that the Artificial Intelligence(AI) follows. Although the same player do not tire from playing these games online against other players. The idea of this project is to study how AI with random personality boundaries affects the player performance, experience and desire to cont...
We present a simple primal-dual algorithm for computing approximate Nash equilibria in two-person zero-sum sequential games with incomplete information and perfect recall (like Texas Hold’em poker). Our algorithm only performs basic iterations (i.e matvec multiplications, clipping, etc., and no calls to external first-order oracles, no matrix inversions, etc.) and is applicable to a broad class...
P2P-based massive multi-player online games (MMOGs) use information dissemination overlays for exchanging game control and position updates among players or peers. Although these overlays are massively scalable and accommodate highly dynamic peers, yet they are prune to deliberate perturbations or cheating by adversaries. Cheating in MMOGs lead to poor quality of gaming services, unavailability...
Understanding players’ gameplay behaviors, performance abilities, and interests is a growing research area due to its utility in developing knowledge and theory that can enhance game design. Much previous research exists within this area, however, none of these works deeply investigated player behavior and its relation to knowledge/skills gained by playing specific genres. This topic is importa...
In this paper, we apply a general reinforcement learning method to automatically design the behavior of non player characters of the Counter-Strike first person shooter computer game. The result of the learning process is a set of decision trees that represents compactly and easily readable a model of the problem itself and the decision policy of characters. Beyond this example, we discuss the ...
Rogers (1957) foreshadows the later development of the person-centered approach in North America and elsewhere. In this paper, the authors present contrasting perspectives on the legacy of this key paper. First, from the perspective of classical person-centered therapy, Freire describes the context for this key paper within the wider frame of Rogers’s body of work and emphasizes its continuing ...
In this paper we provide a logical framework for using computers to discover theorems in (two-person finite) games in strategic form, and apply it to discover classes of games that have unique (pure-strategy) Nash equilibria. We consider all possible classes of games that can be expressed by a conjunction of two binary clauses, and our program re-discovered Kats and Thisse’s class of weakly uni...
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