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Making Real Games Virtual: Tracking Board Game Pieces

by Steven Scher, Ryan Crabb, James Davis
"... The same game is often played in real and virtual worlds. We integrate in-person and on-line playing of board games such as Go, bringing the real world into the virtual world. A player may record an in-person game by placing their camera on the table next to the game board, taking photos of the game ..."
Abstract - Cited by 2 (0 self) - Add to MetaCart
of the game. After automatically detecting the board and playing pieces, we perform inference on the time series of detections to eliminate errors and accurately estimate long sequences of moves. The game transcript may be studied afterwards, shared with friends and teachers, or added to online compilations

PAROWAN VALLEY GAMING PIECES AND INSIGHTS INTO FREMONT SOCIAL ORGANIZATION

by Molly Allison Hall, Molly A. Hall, James R. Allison, John E. Clark, Brigham Young University, Susan Rugh , 2008
"... This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in All Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact scholarsarchive@byu.edu. ..."
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This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in All Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact scholarsarchive@byu.edu.

Learningof Piece Valuesfor

by Sachadroste Johannesfürnkranz
"... In this paper we describe a set of experiments for learning a the values of chess pieces for the popular chess variants crazyhouse, suicide, and atomic chess. We follow an established methodology that relies on reinforcement learning from self-games to learn piece values and piece-square tables for ..."
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In this paper we describe a set of experiments for learning a the values of chess pieces for the popular chess variants crazyhouse, suicide, and atomic chess. We follow an established methodology that relies on reinforcement learning from self-games to learn piece values and piece-square tables

Physical Interfaces for Tabletop Games

by J. Leitner, M. Haller, K. Yun, W. Woo, Gist Korea, M. Sugimoto, M. Inami, A. D. Cheok, H. D. Been-lirn
"... IncreTable is a mixed-reality tabletop game inspired by The Incredible Machine. Users can com-bine real and virtual game pieces in order to solve puzzles in the game. Game actions include placing virtual domino blocks with digital pens, controlling a virtual car by modifying the virtual terrain thro ..."
Abstract - Cited by 3 (0 self) - Add to MetaCart
IncreTable is a mixed-reality tabletop game inspired by The Incredible Machine. Users can com-bine real and virtual game pieces in order to solve puzzles in the game. Game actions include placing virtual domino blocks with digital pens, controlling a virtual car by modifying the virtual terrain

Search Algorithm in the Five-piece Chess

by Tan Shunhua, Chen Miao
"... Game playing theory is an important research branch of artificial intelligence. In this paper, we first describe how to build a game tree for five-piece chess game. Then, we introduce a maximin search algorithm in game tree to find the optimal playing strategy, and βα − pruning strategy to improve ..."
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Game playing theory is an important research branch of artificial intelligence. In this paper, we first describe how to build a game tree for five-piece chess game. Then, we introduce a maximin search algorithm in game tree to find the optimal playing strategy, and βα − pruning strategy to improve

Joining Bits and Pieces - How to make Entirely New Board Games Using . . .

by Sus Lundgren , 2002
"... The aim of this thesis is to explore how to join the social activity and fun of a board game, with computers' possibility to add simultaneous and continuous action, and sensors' abilities to detect changes in their environment. Thus the aim is to enrich board games, using ubiquitous comput ..."
Abstract - Cited by 14 (2 self) - Add to MetaCart
The aim of this thesis is to explore how to join the social activity and fun of a board game, with computers' possibility to add simultaneous and continuous action, and sensors' abilities to detect changes in their environment. Thus the aim is to enrich board games, using ubiquitous

Tangible Interaction in Tabletop games: Studying iconic and symbolic play pieces

by Saskia Bakker, Debby Vorstenbosch, Gerard Hollemans, Tom Bergman - In Proceedings of the International Conference on Advances in Computer Entertainment Technology , 2007
"... In this paper, a study is described which investigates differences in game experience between the use of iconic and symbolic tangibles in digital tabletop interaction. To enable this study, a new game together with two sets of play pieces (iconic and symbolic) was developed and used in an experiment ..."
Abstract - Cited by 5 (1 self) - Add to MetaCart
In this paper, a study is described which investigates differences in game experience between the use of iconic and symbolic tangibles in digital tabletop interaction. To enable this study, a new game together with two sets of play pieces (iconic and symbolic) was developed and used

The 7piece perfect play lookup database for the game of checkers

by E. Trice, G. Dodgen - In van den Herik et al. [2003 , 2003
"... Abstract Many research teams and individuals have computed endgame databases for the game of chess which use the distance-to-mate metric, enabling their software to forecast the number of moves remaining until the game is over. This is not the case for the game of checkers. Only one programming team ..."
Abstract - Cited by 2 (0 self) - Add to MetaCart
Abstract Many research teams and individuals have computed endgame databases for the game of chess which use the distance-to-mate metric, enabling their software to forecast the number of moves remaining until the game is over. This is not the case for the game of checkers. Only one programming

Behavioral theories and the neurophysiology of reward,

by Wolfram Schultz - Annu. Rev. Psychol. , 2006
"... ■ Abstract The functions of rewards are based primarily on their effects on behavior and are less directly governed by the physics and chemistry of input events as in sensory systems. Therefore, the investigation of neural mechanisms underlying reward functions requires behavioral theories that can ..."
Abstract - Cited by 187 (0 self) - Add to MetaCart
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . INTRODUCTION How can we understand the common denominator of Pavlov's salivating dogs, an ale named Hobgoblin, a market in southern France, and the bargaining for lock access on the Mississippi River? Pavlov's dogs were presented with pieces of delicious sausage that undoubtedly made them salivate

An Investigation on Piece Differential Information in CO-Evolution on Games Using Kalah

by Wee-chong Oon, Yew-jin Lim
"... Abstract- This paper deeribes a series of experiments using eo-evolution of artificial neural networks on a game called Kalah. The technique employed closely follows the one used by Chellapilla and Fogel to evolve the successful checkers program Anaconda. The esperiments aim to provide insight on th ..."
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Abstract- This paper deeribes a series of experiments using eo-evolution of artificial neural networks on a game called Kalah. The technique employed closely follows the one used by Chellapilla and Fogel to evolve the successful checkers program Anaconda. The esperiments aim to provide insight
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