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Pirates! Using the physical world as a game board

by Staffan Björk, Jennica Falk, Rebecca Hansson, Peter Ljungstrand - IN PROCEEDINGS OF INTERACT 2001 , 2001
"... We explore how computer games can be designed to maintain some of the social aspects of traditional game play, by moving computational game elements into the physical world. We have constructed a mobile multiplayer game, Pirates!, to illustrate how wireless and proximity-sensing technology can be i ..."
Abstract - Cited by 145 (11 self) - Add to MetaCart
We explore how computer games can be designed to maintain some of the social aspects of traditional game play, by moving computational game elements into the physical world. We have constructed a mobile multiplayer game, Pirates!, to illustrate how wireless and proximity-sensing technology can

Grounding Adaptive Language Games in Robotic Agents

by Luc Steels, Paul Vogt - Proceedings of the Fourth European Conference on Artificial Life , 1997
"... The paper addresses the question how a group of physically embodied robotic agents may originate meaning and language through adaptive language games. The main principles underlying the approach are sketched as well as the steps needed to implement these principles on physical agents. Some experimen ..."
Abstract - Cited by 175 (33 self) - Add to MetaCart
The paper addresses the question how a group of physically embodied robotic agents may originate meaning and language through adaptive language games. The main principles underlying the approach are sketched as well as the steps needed to implement these principles on physical agents. Some

Probing Social Aspects of Human-Robot Group Interaction in a Collaborative Game ABSTRACT

by Min Xin
"... We present an experimental testbed for probing social aspects of human-robot group interaction using a collaborative game. Our testbed, Sheep and Wolves, allows a human user to play as a game piece, with a group of robots as peers, all engaged in collaborative gameplay on a large physical game board ..."
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We present an experimental testbed for probing social aspects of human-robot group interaction using a collaborative game. Our testbed, Sheep and Wolves, allows a human user to play as a game piece, with a group of robots as peers, all engaged in collaborative gameplay on a large physical game

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
. Pascal conjectured that human choice behavior could be approximated by this procedure. 106 SCHULTZ Despite its advantages, expected value theory has limits when comparing very small with very large rewards or when comparing values at different start positions. Rather than following physical sizes

The Gaming Board in Indian Chess and Related Board Games

by A Terminological Investigation, Andreas Bock-raming
"... Our knowledge of Indian gaming boards used for chess and related board gamesis based to a large extent on textual evidence contained in the mythological liter-ature (e.g. the RÅmÅyaœa; PurÅœic literature); in grammatical and lexicogra-phical works like those of Patañjali and Amara; in various poetic ..."
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Our knowledge of Indian gaming boards used for chess and related board gamesis based to a large extent on textual evidence contained in the mythological liter-ature (e.g. the RÅmÅyaœa; PurÅœic literature); in grammatical and lexicogra-phical works like those of Patañjali and Amara; in various

Learning to play board games . . .

by Marco A. Wiering, Jan Peter Patist, Henk Mannen , 2007
"... A promising approach to learn to play board games is to use reinforcement learning algorithms that can learn a game position evaluation function. In this paper we examine and compare three different methods for generating training games: (1) Learning by self-play, (2) Learning by playing against an ..."
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A promising approach to learn to play board games is to use reinforcement learning algorithms that can learn a game position evaluation function. In this paper we examine and compare three different methods for generating training games: (1) Learning by self-play, (2) Learning by playing against

USING BOARD GAMES TO TEACH PHYSICS ii

by Kadia Mohammad Alfaifi, Kadia Mohammad Alfaifi , 2013
"... “Using Board Games To Teach High School Physics, ” a master’s thesis prepared by ..."
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“Using Board Games To Teach High School Physics, ” a master’s thesis prepared by

Scalable Neural Networks for Board Games

by Tom Schaul, Jürgen Schmidhuber , 2009
"... Learning to solve small instances of a problem should help in solving large instances. Unfortunately, most neural network architectures do not exhibit this form of scalability. Our Multi-Dimensional Recurrent LSTM Networks, however, show a high degree of scalability, as we empirically show in the d ..."
Abstract - Cited by 8 (5 self) - Add to MetaCart
in the domain of flexible-size board games. This allows them to be trained from scratch up to the level of human beginners, without using domain knowledge.

Exploring Human-Robot Interaction Through Telepresence Board Games

by Min Xin, Ehud Sharlin , 2006
"... This paper presents an experimental test bed for exploring and evaluating human-robot interaction (HRI). Our system is designed around the concept of playing board games involving collaboration between humans and robots in a shared physical environment. Unlike the classic human-versusmachine situati ..."
Abstract - Cited by 3 (3 self) - Add to MetaCart
-versusmachine situation often established in computer-based board games, our test bed takes advantage of the rich interaction opportunities that arise when humans and robots play collaboratively as a team. To facilitate interaction within a shared physical environment, our game is played on a large checkerboard where

Physics

by Daniel Alexander Pertot, Jacobus Verbaarschot, Two-component Bosons In, Daniel Alexander Pertot , 2011
"... Ultracold atoms in optical lattices provide a highly control-lable environment for the clean experimental realization of various model Hamiltonians from condensed matter and statistical physics. For example, the two-component Bose-Hubbard model, which re-duces to an anisotropic spin-1/2 Heisenberg m ..."
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Ultracold atoms in optical lattices provide a highly control-lable environment for the clean experimental realization of various model Hamiltonians from condensed matter and statistical physics. For example, the two-component Bose-Hubbard model, which re-duces to an anisotropic spin-1/2 Heisenberg
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