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The illusion of Control

by Ellen J. Langer - Journal of Personality and Social Psychology , 1975
"... A series of studies was conducted to elucidate a phenomenon here referred to as the "illusion of control. " An illusion of control was denned as an ex-pectancy of a personal success probability inappropriately higher than the ob-jective probability would warrant. It was predicted that fact ..."
Abstract - Cited by 607 (1 self) - Add to MetaCart
A series of studies was conducted to elucidate a phenomenon here referred to as the "illusion of control. " An illusion of control was denned as an ex-pectancy of a personal success probability inappropriately higher than the ob-jective probability would warrant. It was predicted

Practical Issues in Temporal Difference Learning

by Gerald Tesauro - Machine Learning , 1992
"... This paper examines whether temporal difference methods for training connectionist networks, such as Suttons's TD(lambda) algorithm can be successfully applied to complex real-world problems. A number of important practical issues are identified and discussed from a general theoretical perspect ..."
Abstract - Cited by 415 (2 self) - Add to MetaCart
This paper examines whether temporal difference methods for training connectionist networks, such as Suttons's TD(lambda) algorithm can be successfully applied to complex real-world problems. A number of important practical issues are identified and discussed from a general theoretical

How to run a successful game-based AI competition

by Julian Togelius - IEEE Transactions on Computational Intelligence and AI in Games , 2014
"... Abstract — Game-based competitions are commonly used ..."
Abstract - Cited by 1 (1 self) - Add to MetaCart
Abstract — Game-based competitions are commonly used

Point-based value iteration: An anytime algorithm for POMDPs

by Joelle Pineau, Geoff Gordon, Sebastian Thrun , 2003
"... This paper introduces the Point-Based Value Iteration (PBVI) algorithm for POMDP planning. PBVI approximates an exact value iteration solution by selecting a small set of representative belief points, and planning for those only. By using stochastic trajectories to choose belief points, and by ..."
Abstract - Cited by 346 (25 self) - Add to MetaCart
, and by maintaining only one value hyperplane per point, it is able to successfully solve large problems, including the robotic Tag domain, a POMDP version of the popular game of lasertag.

Why functional programming matters

by John Hughes - The Computer Journal , 1989
"... As software becomes more and more complex, it is more and more important to structure it well. Well-structured software is easy to write, easy to debug, and provides a collection of modules that can be re-used to reduce future programming costs. Conventional languages place conceptual limits on the ..."
Abstract - Cited by 328 (3 self) - Add to MetaCart
numerical algorithms, and implement the alphabeta heuristic (an algorithm from Arti cial Intelligence used in game-playing programs). Since modularity is the key to successful programming, functional languages are vitally important to the real world. 1

GameFlow: A model for evaluating player enjoyment in games

by Penelope Sweetser, Peta Wyeth - ACM Computer in Entertainment , 2005
"... Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. However, there is a need to integrate these heuris ..."
Abstract - Cited by 202 (2 self) - Add to MetaCart
of the GameFlow model as an evaluation tool. The GameFlow criteria were able to successfully distinguish between the high-rated and low-rated games and identify why one succeeded and the other failed. We concluded that the GameFlow model can be used in its current form to review games; further work

Evolutionarily Stable Strategies and Game Dynamics

by Peter D. Taylor, Leo B. Jonker - Mathematical Biosciences , 1978
"... We consider a class of matrix games in which successful strategies are rewarded by high reproductive rates, so become more likely to participate in subsequent playings of the game. Thus, over time, the strategy mix should evolve to some type of optimal or stable state. Maynard Smith and Price (1973) ..."
Abstract - Cited by 183 (0 self) - Add to MetaCart
We consider a class of matrix games in which successful strategies are rewarded by high reproductive rates, so become more likely to participate in subsequent playings of the game. Thus, over time, the strategy mix should evolve to some type of optimal or stable state. Maynard Smith and Price (1973

Prediction Games and Arcing Algorithms

by Leo Breiman , 1997
"... The theory behind the success of adaptive reweighting and combining algorithms (arcing) such as Adaboost (Freund and Schapire [1995].[1996]) and others in reducing generalization error has not been well understood. By formulating prediction, both classification and regression, as a game where one pl ..."
Abstract - Cited by 169 (0 self) - Add to MetaCart
The theory behind the success of adaptive reweighting and combining algorithms (arcing) such as Adaboost (Freund and Schapire [1995].[1996]) and others in reducing generalization error has not been well understood. By formulating prediction, both classification and regression, as a game where one

M.: Fluxplayer: A successful general game player

by Stephan Schiffel, Michael Thielscher - In: Proceedings of the AAAI National Conference on Artificial Intelligence , 2007
"... General Game Playing (GGP) is the art of designing programs that are capable of playing previously unknown games of a wide variety by being told nothing but the rules of the game. This is in contrast to traditional computer game players like Deep Blue, which are designed for a particular game and ca ..."
Abstract - Cited by 63 (25 self) - Add to MetaCart
General Game Playing (GGP) is the art of designing programs that are capable of playing previously unknown games of a wide variety by being told nothing but the rules of the game. This is in contrast to traditional computer game players like Deep Blue, which are designed for a particular game

Predicting protein structures with a multiplayer online game

by Seth Cooper, Firas Khatib, Adrien Treuille, Janos Barbero, Jeehyung Lee, Andrew Leaver-fay, David Baker, Zoran Popović, Foldit Players, et al. , 2010
"... People exert significant amounts of problem solving effort playing computer games. Simple image- and text-recognition tasks have been successfully crowd-sourced through gamesi, ii, iii, but it is not clear if more complex scientific problems can be similarly solved with human-directed computing. Pro ..."
Abstract - Cited by 132 (10 self) - Add to MetaCart
People exert significant amounts of problem solving effort playing computer games. Simple image- and text-recognition tasks have been successfully crowd-sourced through gamesi, ii, iii, but it is not clear if more complex scientific problems can be similarly solved with human-directed computing
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