Results 1 - 10
of
1,153
MEAN-CENTRIC EQUILIBRIUM: AN EQUILIBRIUM CONCEPT FOR LEARNING IN LARGE-SCALE GAMES
"... Abstract—The paper is concerned with learning in large-scale multi-agent games. The empirical centroid fictitious play (ECFP) algorithm is a variant of the well-known fictitious play algorithm that is practical and computationally tractable in large-scale games. ECFP has been shown to be an effectiv ..."
Abstract
- Add to MetaCart
Abstract—The paper is concerned with learning in large-scale multi-agent games. The empirical centroid fictitious play (ECFP) algorithm is a variant of the well-known fictitious play algorithm that is practical and computationally tractable in large-scale games. ECFP has been shown
Joint Strategy Fictitious Play with Inertia for Potential Games
, 2005
"... We consider finite multi-player repeated games involving a large number of players with large strategy spaces and enmeshed utility structures. In these “large-scale” games, players are inherently faced with limitations in both their observational and computational capabilities. Accordingly, players ..."
Abstract
-
Cited by 58 (22 self)
- Add to MetaCart
We consider finite multi-player repeated games involving a large number of players with large strategy spaces and enmeshed utility structures. In these “large-scale” games, players are inherently faced with limitations in both their observational and computational capabilities. Accordingly, players
Game space design foundations for trans-reality games
- In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
, 2005
"... Trans-reality games are games that take advantage of pervasive, mobile, ubiquitous, location-based and mixed reality technical infrastructures to create game spaces that can include physical reality together with one or more virtual realities. Creating these games requires basic design decisions abo ..."
Abstract
-
Cited by 7 (1 self)
- Add to MetaCart
about the relationships between the large scale game spaces involved. In particular, the different game spaces can be related by general 3D coordinate system transforms, together with decisions regarding isomorphism at different levels of spatial scale. The result is a large space of possibilities
Iterative Evaluation of a Large-Scale, Intelligent Game for
- Language Learning.” Conference on Artificial Intelligence in Education
, 2005
"... Abstract. Educational content developers, including AIED developers, traditionally make a distinction between formative evaluation and summative evaluation of learning materials. Although the distinction is valid, it is inadequate for many AIED systems because they require multiple types of evaluati ..."
Abstract
-
Cited by 12 (3 self)
- Add to MetaCart
to summative evaluation. Often these intermediate evaluations go unreported, so other developers cannot benefit from the lessons learned. This paper documents the iterative evaluation of the Tactical Language Training System, an interactive game for learning foreign language and culture. This project employs a
Differential games in large-scale sensor-actuator networks
- In IPSN ’06: Proceedings of the fifth international conference on Information processing in sensor networks
, 2006
"... Surveillance systems based on sensor network technology have been shown to successfully detect, classify and track targets of interest over a large area. State information collected via the sensor network also enables these systems to actuate mobile agents so as to achieve surveillance goals such as ..."
Abstract
-
Cited by 8 (0 self)
- Add to MetaCart
Surveillance systems based on sensor network technology have been shown to successfully detect, classify and track targets of interest over a large area. State information collected via the sensor network also enables these systems to actuate mobile agents so as to achieve surveillance goals
Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games
"... Without well-provisioned dedicated servers, modern fast-paced action games limit the number of players who can interact simultaneously to 16–32. This is because interacting players must frequently exchange state updates, and high player counts would exceed the bandwidth available to participating ma ..."
Abstract
-
Cited by 59 (6 self)
- Add to MetaCart
Without well-provisioned dedicated servers, modern fast-paced action games limit the number of players who can interact simultaneously to 16–32. This is because interacting players must frequently exchange state updates, and high player counts would exceed the bandwidth available to participating
Detecting Large-Scale System Problems by Mining Console Logs
"... Surprisingly, console logs rarely help operators detect problems in large-scale datacenter services, for they often consist of the voluminous intermixing of messages from many software components written by independent developers. We propose a general methodology to mine this rich source of informat ..."
Abstract
-
Cited by 114 (0 self)
- Add to MetaCart
Surprisingly, console logs rarely help operators detect problems in large-scale datacenter services, for they often consist of the voluminous intermixing of messages from many software components written by independent developers. We propose a general methodology to mine this rich source
From viz-sim to vr to games: How we built a hit game-based simulation
, 2005
"... Program managers want games for their next training simulator or combat-modeling system. Corporations want their messaging put forward in game form. These desires are sharpened by the enormously successful career of the America’s Army game, the first “serious ” large-scale game ever produced. In thi ..."
Abstract
-
Cited by 3 (1 self)
- Add to MetaCart
Program managers want games for their next training simulator or combat-modeling system. Corporations want their messaging put forward in game form. These desires are sharpened by the enormously successful career of the America’s Army game, the first “serious ” large-scale game ever produced
Results 1 - 10
of
1,153