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In many decision problems, there are two levels of choice: The first one is strategic and the second is tactical. We formalize the difference between both and discuss the relevance of the bandit literature for strategic decisions and test the quality of different bandit algorithms in real world examples such as board games and card games. For exploration-exploitation algorithm, we evaluate the Upper...
In this work, personality profiles are used to develop parameterized bot behaviors. While the personality profile structure was originally designed as a descriptive tool for human behavior, as used here it is a generative tool, allowing a plurality of different behaviors to result from a single rule set. This paper describes our use of the Five-Factor Model of personality to develop a bot that plays...
General Game Playing refers to designing Artificial Intelligence agents that are capable of playing different games without human intervention. The games are defined by sets of rules represented in logic descriptions and the agent players interact in a multi-agent system with a game server coordinating the legality of the operations and keeping the players informed of the state changes. This paper...
Crowd sourcing is evolving as a distributed problem-solving and business production model in recent years. In crowd sourcing paradigm, tasks are distributed to networked people to complete such that a company's production cost can be greatly reduced. In 2003, Luis von Ahn and his colleagues pioneered the concept of "human computation", which utilizes human abilities to perform computation...
This paper analyzes the existing decision-making system of Chinese Chess computer game, and points out some of disadvantages. Then, a new three-level decision-making system of Chinese Chess computer game is constructed. In this decision-making system, affection computing is introduced. And the system achieves the high-speed searching and decision-making top-down though affection computing. Comparing...
In this paper, based on the leg movement mode analysis, a novel human computer interaction (HCI) scheme with which users can interact with computer is presented. Firstly, an efficient valley point location algorithm is proposed to detect and separate the left and right leg, then an extended Mean Shift tracking algorithm with Kalman filter is applied to track the leg's movement, finally the movements...
Recently, computer go has experienced great advance with the introduction of Monte-Carlo Tree Search (MCTS). Although MCTS programs are overall stronger than previous programs, their strength manifests mostly as the game advances. Strong human players applying established opening principles overtake current MCTS programs in the early moves of non-handicap 19×19 games. In this paper, the authors propose...
We often incorporate endgame heuristics as part of the evaluation function for Chinese chess programs. We propose a semi-automatic strategy to construct a large set of endgame heuristics, which is called endgame knowledge base, which is used in our program, Contemplation. We also handle the conflict problem in large amount of knowledge. By applying the semi-automatic construction and modification...
Online gaming teams often face the problem of event management. As the needs for a successful event conflict with the needs of individual players, meeting both ends can grow to be a complicated issue. This research project develops an application, namely ??Automated Event Manager for MMO games??, that automates the procedure of scheduling events and selecting the best combination of individuals that...
In the present study, we investigated whether a robot is able to deceive a human by producing a behavior against him/her prediction. A feeling of being deceived by a robot would be a strong indicator that the human treat the robot as an intentional entity. We conducted a psychological experiment in which a subject played Darumasan ga Koronda, a Japanese children's game, with a robot. A main strategy...
The basis of all path finding is simple. It is the discovery of a number of vectors, which in combination, resulting in a path from one point to another. At the simplest level, in one dimension, it is finding the distance to the goal. Add a second dimension, followed by a third and the complexity increases exponentially, with direction becoming significant. This paper focused on the study of pathfinding...
Massively Multiplayer Online Games (MMOGs) have emerged as a new type of interactive application simultaneously played by millions around the world. Besides social interaction, players are entertained by content such as virtual world objects and logical challenges. Thus, developing content of good quality and in sufficient quantity is key for a successful MMOG. Currently, the content is generated...
"Human computation" represents a new paradigm of applications that take advantage of people's desire to be entertained and produce useful metadata as a by-product. By creating games with a purpose, human computation has shown promise in solving a variety of problems that computer computation cannot currently resolve completely. Using the ESP game as an example, we propose a metric, called...
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