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- {{Short description|1998 first person adventure video game}} {{Infobox video game ...6 KB (816 words) - 15:41, 8 January 2025
- '''Computer Arimaa''' refers to the playing of the [[board game]] [[Arimaa]] by [[computer program]]s. ...w.kingpinchess.net/2015/07/arimaa-game-over/ Arimaa: Game Over?]</ref> The game has been the subject of several [[#Research papers|research papers]]. ...16 KB (2,419 words) - 16:28, 3 December 2024
- {{Short description|Impossibility of straightforward game forms}} ...te journal|last=Gibbard|first=Allan|date=1978|title=Straightforwardness of Game Forms with Lotteries as Outcomes|url=https://www.econstor.eu/bitstream/1041 ...13 KB (1,940 words) - 08:20, 17 January 2025
- ...J. Watson Research Center]]. Its name comes from the fact that it is an [[artificial neural net]] trained by a form of [[temporal-difference learning]], specifi In 1998, during a 100-game series, it was defeated by the world champion by a mere margin of 8 points. ...7 KB (1,075 words) - 07:53, 7 June 2024
- {{Short description|Nash equilibrium of a bimatrix game algorithm}} ...' is an [[algorithm]] that computes a [[Nash equilibrium]] of a [[bimatrix game]], named after its inventors, [[Carlton E. Lemke]] and [[J. T. Howson]].{{r ...12 KB (1,678 words) - 07:36, 10 December 2024
- ...ast=Schmeidler |first=D. |title=The nucleolus of a characteristic function game |journal=SIAM Journal on Applied Mathematics |volume=17 |issue=6 |pages=116 In a [[Cooperative game theory|cooperative game]], there is a set ''N'' of ''players'', who can cooperate and form ''coalit ...15 KB (2,227 words) - 03:28, 23 February 2025
- [[Category:Game artificial intelligence]] ...5 KB (719 words) - 20:26, 16 October 2024
- .... The knowledge that makes Leela Zero a strong player is contained in a [[artificial neural network|neural network]], which is trained based on the results of p ...s Games |url=https://www.newyorker.com/science/elements/how-the-artificial-intelligence-program-alphazero-mastered-its-games |access-date=31 December 2018 |magazin ...10 KB (1,434 words) - 07:56, 8 January 2025
- ...[[reinforcement learning]]. This was one of the first types of artificial intelligence. ...'s maiden tournament against Michie, it demonstrated successful artificial intelligence in its strategy. Michie's essays on MENACE's weight initialisation and the ...24 KB (3,391 words) - 22:08, 8 February 2025
- ...sbn=978-0-13-461099-3 |edition=Fourth |series=Pearson series in artificial intelligence |location=Hoboken |chapter=22.6 Apprenticeship and Inverse Reinforcement Le ...urnal=Proceedings of the Fourteenth International Conference on Artificial Intelligence and Statistics |language=en |publisher=JMLR Workshop and Conference Proceed ...12 KB (1,696 words) - 20:17, 6 December 2024
- '''Dispersive flies optimisation''' ('''DFO''') is a bare-bones [[swarm intelligence]] algorithm which is inspired by the swarming behaviour of flies hovering o ...ork on DFO, this algorithm was compared against a few other existing swarm intelligence techniques using [[error]], efficiency and diversity measures. It is shown ...10 KB (1,345 words) - 12:08, 1 November 2023
- {{Short description|Game theory}} ...ept]] for a scenario in which players submit computer programs to play the game on their behalf and the programs can read each other's source code. The ter ...12 KB (1,633 words) - 01:28, 5 September 2024
- Monte Carlo tree search (MCTS) is used by Google DeepMind to help artificial intelligence systems make decisions, especially in complex games like Go. It works by si '''''Simulation'':''' Use the policy network to simulate the game from the new node. ...8 KB (1,085 words) - 10:47, 12 October 2024
- In [[computational complexity theory]] and [[game complexity]], a '''parsimonious reduction''' is a transformation from one p ...nting complexity classes such as [[♯P|#P]]. Additionally, they are used in game complexity, as a way to design hard puzzles that have a unique solution, as ...8 KB (1,256 words) - 01:07, 5 April 2022
- ...ducational method]] which uses computer algorithms as well as [[artificial intelligence]] to orchestrate the interaction with the learner and deliver customized re |journal=International Journal of Artificial Intelligence in Education ...17 KB (2,456 words) - 07:32, 29 October 2024
- ...e in Learning from Reinforcement''. Ph.D. thesis, Department of Artificial Intelligence, University of Edinburgh. March 1997. ...lative Entropy Principle for Learning and Acting", ''Journal of Artificial Intelligence Research'', 38, pages 475–511, 2010, http://arxiv.org/abs/0810.3605 ...11 KB (1,667 words) - 13:09, 10 February 2025
- {{short description|Artificial intelligence that plays Go}} {{Artificial intelligence}} ...23 KB (2,941 words) - 00:53, 30 November 2024
- ...understanding make behavior trees less error prone and very popular in the game developer community. Behavior trees have been shown to generalize several o ...st3=Colton |first3=S. |chapter=Evolving Behaviour Trees for the Commercial Game DEFCON |series=Lecture Notes in Computer Science |volume=6024 |year=2010 |c ...15 KB (2,159 words) - 15:21, 18 March 2024
- ...ot-Routing Problem |title=Proceedings of the AAAI Conference on Artificial Intelligence |date=5 March 2016 |volume=30 |issue=1 |doi=10.1609/aaai.v30i1.10409|s2cid= ...rative Pathfinding |title=Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment |date=2021 |volume=1 |issue=1 |pages= ...22 KB (3,418 words) - 03:08, 22 June 2024
- {{Short description|Artificial intelligence algorithm}} A '''Tsetlin machine''' is an [[artificial intelligence]] algorithm based on [[Propositional calculus|propositional logic]]. ...30 KB (4,037 words) - 00:23, 15 February 2025