Game artificial intelligence

Results: 615



#Item
41Game artificial intelligence / Gaming / Mathematics / Leisure / Monte Carlo tree search / General game playing / Computer Go / Simulation / Game Description Language / Artificial intelligence / A* search algorithm / Search algorithm

Simulation-Based Approach to General Game Playing Hilmar Finnsson and Yngvi Bj¨ornsson School of Computer Science Reykjav´ık University, Iceland {hif,yngvi}@ru.is

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Source URL: ggp.stanford.edu

Language: English - Date: 2009-04-17 14:29:40
42Combinatorial optimization / Mathematics / Search algorithms / Applied mathematics / Routing algorithms / Probability theory / Stochastic processes / A* search algorithm / Game artificial intelligence / Branch and bound / Priority queue / Algorithm

Genome Informatics 12: 73–A Multi-Queue Branch-and-Bound Algorithm for Anytime Optimal Search

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Source URL: www.jsbi.org

Language: English - Date: 2002-01-17 03:51:05
43Computing / Software / AgentSheets / Artificial intelligence / Cross-platform software / Simulation software / Simulation / X Window System / Educational technology / National Assessment of Educational Progress

Scope and Sequence Recommended scope and sequence for creating Games in Scalable Game Design: X X X

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Source URL: sgd.cs.colorado.edu

Language: English
44Video cards / Computing / Computer hardware / Graphics hardware / GPGPU / Parallel computing / Graphics processing unit / CUDA / GeForce / General-purpose computing on graphics processing units / Nvidia / OpenCL

Special Issue on Artificial Intelligence Underpinning Comparison between Famous Game Engines and Eminent Games Prerna Mishra and Urmila Shrawankar Department of Computer Science & Engineering, RTMNU, Nagpur (MS), India

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Source URL: www.ijimai.org

Language: English - Date: 2016-06-08 09:37:42
45Game artificial intelligence / Mathematics / Gaming / Mathematical logic / Eval / Mathematical optimization / Game Description Language / Function / FO / Computer chess

Fluxplayer: A Successful General Game Player Stephan Schiffel and Michael Thielscher Department of Computer Science Dresden University of Technology {stephan.schiffel,mit}@inf.tu-dresden.de

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Source URL: ggp.stanford.edu

Language: English - Date: 2009-04-21 15:13:54
46Chess / Computer chess / Game artificial intelligence / Outline of chess / Chess title / Larry Evans / United States Chess Federation / Vladimir Grabinsky / Elo rating system / Book:Chess Encyclopaedia / Eric Schiller

Larry Evans 4th Memorial 8.5x11

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Source URL: www.idahochessassociation.org

Language: English - Date: 2016-06-25 13:14:19
47Graph theory / Information science / Information retrieval / Search algorithms / Routing algorithms / Combinatorial optimization / Game artificial intelligence / A* search algorithm / Query optimization / Path / PubMed / Best-first search

Challenges in Selecting Paths for Navigational Queries: Trade-Off of Benefit of Path versus Cost of Plan Mar´ıa-Esther Vidal Louiqa Raschid

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Source URL: webdb2004.cs.columbia.edu

Language: English - Date: 2004-05-31 19:36:24
48Thought / Operations research / Role-playing game terminology / Artificial intelligence / Video game development / Automated planning and scheduling / Non-player character / Planning / Plan / Simulation / Partial-order planning / Action selection

LGOAP: adaptive layered planning for real-time videogames Giuseppe Maggiore∗ , Carlos Santos∗ , Dino Dini∗ , Frank Peters∗ , Hans Bouwknegt∗ , and Pieter Spronck† ∗ NHTV University of Applied Sciences, Bre

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Source URL: eldar.mathstat.uoguelph.ca

Language: English - Date: 2016-07-12 12:05:04
49Search algorithms / Game artificial intelligence / Combinatorial optimization / Routing algorithms / Data types / Minimax / A* search algorithm / Monte Carlo method / Tree traversal / UCT / Tree / Monte Carlo tree search

Bandit based Monte-Carlo Planning Levente Kocsis and Csaba Szepesv´ari Computer and Automation Research Institute of the Hungarian Academy of Sciences, Kende u, 1111 Budapest, Hungary

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Source URL: ggp.stanford.edu

Language: English - Date: 2009-04-20 18:54:11
50Video game development / Game design / Video game genres / Windows games / Artificial intelligence / Computational neuroscience / Video game / Dynamic game difficulty balancing / Massively multiplayer online game / Gameplay / Alternate reality game / Procedural generation

AI for Game Production Mark Owen Riedl Alexander Zook School of Interactive Computing

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Source URL: eldar.mathstat.uoguelph.ca

Language: English - Date: 2016-07-12 12:05:04
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