نتایج جستجو برای: dimensional video games on problem

تعداد نتایج: 8987217  

2009
Vadim Bulitko Yngvi Björnsson

Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents’ actions. On the downside, real-time search al...

2014
Elaachak Lotfi Belahbib Amine

The game genre is an important feature for organizing, accessing and developing video games; however the choice of the genre during the process of video games making requires expertise and thorough study which can sometimes lead to unexpected issues due to the bad choice that can affect the final result. In this paper, we will present the application of analytic hierarchical process method “AHP...

2012
Justin Johnson Mike Roberts Matt Fisher

Our goal in this project is to implement a machine learning system which learns to play simple 2D video games. More specifically, we focus on the problem of building a system that is capable of learning to play a variety of different games well, rather than trying to build a system that can play a single game perfectly. We begin by encoding individual video frames using features that capture th...

2014
Erica Scharrer Adam Zeller

This study used survey methodology to measure opinions of 13to 15-year-olds (N = 176) about sedentary and active video games and the relative amount of time spent with those games, and evaluated correlations between time spent with those two types of games and the body mass index (BMI) of the respondent. Results showed no evidence of any correlation between BMI and relative time devoted to vide...

Journal: :Inf. Comput. 2015
Vesa Halava Tero Harju Reino Niskanen Igor Potapov

The paper is devoted to several infinite-state Attacker-Defender games with reachability objectives. We prove the undecidability of checking for the existence of a winning strategy in several low-dimensional mathematical games including vector reachability games, word games and braid games. To prove these results, we consider a model of weighted automata operating on infinite words and prove th...

2013
Morgan J. Tear Mark Nielsen

BACKGROUND Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific game...

2013
Deirdre Kerr Gregory K. W. K. Chung

Educational video games and simulations hold great potential as measurement tools to assess student levels of understanding, identify effective instructional techniques, and pinpoint moments of learning because they record all actions taken in the course of solving each problem rather than just the answers given. However, extracting meaningful information from the log data produced by education...

2003
Mark Barnard Jean-Marc Odobez Samy Bengio

The recognition of events within multi-modal data is a challenging problem. In this paper we focus on the recognition of events by using both audio and video data. We investigate the use of data fusion techniques in order to recognise these sequences within the framework of Hidden Markov Models (HMM) used to model audio and video data sequences. Specifically we look at the recognition of play a...

2006
N. L. CARNAGEY

Department of Psychology Iowa State University, Ames, IA, USA Over the last 30 years, the video game industry has grown into a multi-billion dollar business. More children and adults are spending time playing computer games, consoles games, and online games than ever before. Violence is a dominant theme in most of the popular video games. This article reviews the current literature on effects o...

2001
Kimberly M. Thompson Kevin Haninger

CREATED IN 1994, THE ENTERtainment Software Rating Board (ESRB) rates video games according to the categories listed in the BOX and using content descriptors, which game manufacturers display on the game box to inform consumer choices. Analogous to the G rating of films, the E rating (for “Everyone”) of video games suggests suitability for all audiences, but the E rating does not mean violence-...

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