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Science - Princeton University
Science - Princeton University

... data to relate the anatomical locus of the neuron with the quadrants in which its receptive field fell. All units encountered were spontaneously active. In most of them, the receptive fields could be detected by listening to the loudspeaker, and averaging techniques were not necessary. However, the ...
A Review of Real-Time Strategy Game AI (Robertson
A Review of Real-Time Strategy Game AI (Robertson

... 1) in “real-time” in order to gather resources, build an infrastructure and an army, and destroy the opposing player’s forces. The real-time aspect comes from the fact that players do not take turns, but instead may perform as many actions as they are physically able to make, while the game simulati ...
Title in 14 Point Arial Bold Centered
Title in 14 Point Arial Bold Centered

... units (see Figure 2). The ability for decision-making is distributed across specific groups. Subordinate leaders receive orders from their superiors and use their domain-specific knowledge and local information to make their own decisions. A main advantage of this structure is that it allows high-le ...
Using Dialogue Games to Form Coalitions with Self
Using Dialogue Games to Form Coalitions with Self

... Arg: No research on how to stabilise coalitions games, using the epsilon-core Arg: Only some limited direct mapping between the argumentation models and the CGT coalition game types (e.g. static, dynamic, skill games,...) ...
Strategic reasoning in complex domains:
Strategic reasoning in complex domains:

... done on the graphics. Games are developed under sever time constraints and most game designers do not get their hands dirty on a complex task, such as creating a human like AI [13]. However, 15 years after a machine defeated the world chess champion Kasparov, how hard can it be to create a strong RT ...
Intro_NN_Perceptrons
Intro_NN_Perceptrons

... Multi-layer Networks and Perceptrons ...
Highlights of Hinton`s Contrastive Divergence Pre
Highlights of Hinton`s Contrastive Divergence Pre

... – do one or few MCMC steps towards sampling from P(H,V) and use the statistics collected from there INSTEAD of the statistics at convergence of the chain – Samples of V will move away from the data distribution and towards the model distribution – Contrastive divergence gradient says we would like b ...
Honors Thesis Proposal
Honors Thesis Proposal

... Although the origin of artificial neural networks or ANNs was based on mimicking the human brain, the basic idea behind ANNs is to find a new means of solving problems, based on parallel processing. An ANN is a network of many very simple processing units. This structure is similar to its biological ...
the original powerpoint file
the original powerpoint file

... • First train a layer of features that receive input directly from the pixels. • Then treat the activations of the trained features as if they were pixels and learn features of features in a second hidden layer. • It can be proved that each time we add another layer of features we get a better model ...
lec3 - Department of Computer Science
lec3 - Department of Computer Science

... Fine-tuning with the up-down algorithm: A contrastive divergence version of wake-sleep • Replace the top layer of the causal network by an RBM – This eliminates explaining away at the top-level. – It is nice to have an associative memory at the top. • Replace the sleep phase by a top-down pass star ...
What is Brian not for?
What is Brian not for?

... • Brian is pure Python, all of its output can be used with any Python package, e.g. – NumPy (numerical) – SciPy (scientific) – PyLab (plotting) ...
GameAI_NeuralNetworks
GameAI_NeuralNetworks

... Advantage: Not only for making decisions but to adapt their behavior given their experience with attacking the player A “feedback” mechanism is useful to model “experience”, so that subsequent decisions can be improved or made “smarter”. ...
PDF
PDF

... • Hidden units are nodes that are situated between the input nodes and the output nodes. • Hidden units allow a network to learn non-linear functions. • Hidden units allow the network to represent combinations of the input features. • Given too many hidden units, a neural net will simply memorize th ...
Reinforcement Learning in Real
Reinforcement Learning in Real

... Two or more teams of individuals/cohorts in a warlike situation on a series of battlefields ...
Decentralized and Emergent NPC Coordination using Behavior Trees
Decentralized and Emergent NPC Coordination using Behavior Trees

... In order to ensure coordination between agents it is necessary that each participant recognizes the behavior it is about to execute and knows what must be done at each moment. There are some approaches that have been developed to handle these problems and there are two basic ways of coordinating NPC ...
Hierarchical Portfolio Search: Prismata`s Robust AI Architecture for
Hierarchical Portfolio Search: Prismata`s Robust AI Architecture for

... for use in leaf nodes of the heuristic search. It was shown in (Churchill, Saffidine, and Buro 2012) that for complex strategy games, formula-based evaluation functions can be used to some success, but are outperformed by evaluations using ...
Syllabus P140C (68530) Cognitive Science
Syllabus P140C (68530) Cognitive Science

... between units • Excitatory and inhibitory connections – correspond to positive and negative weights respectively ...
Syllabus P140C (68530) Cognitive Science
Syllabus P140C (68530) Cognitive Science

... between units • Excitatory and inhibitory connections – correspond to positive and negative weights respectively ...
p. A46 (5a) - Viktor`s Notes for the Neurosurgery Resident
p. A46 (5a) - Viktor`s Notes for the Neurosurgery Resident

... Segmental demyelination: random myelin internodes are injured and are remyelinated by multiple Schwann cells, while axon and myocytes remain intact. Axonal degeneration: axon and its myelin sheath undergo anterograde degeneration (shown for green neuron) → denervation atrophy of myocytes within its ...
Document
Document

... represented in the mind by a single unit, we consider the possibility that it could be represented by a pattern of activation a over population of units. • The elements of the pattern may represent (approximately) some feature or sensible combination of features but they need not. • What is crucial ...
final report - CSE
final report - CSE

... In the computer gaming world, AI has been a very important part especially in single player  games. AI in gaming is that element which comprises everything but the visual and auditory  aspects of gameplay. It encompasses many areas such as interaction, pathfinding,  machine  learning, flocking, form ...
steps toward building a good ai for complex wargame
steps toward building a good ai for complex wargame

... are calculated based on these points and the losses suffered by each army. The success of many simulation games results from the feeling of immersion into a complex world that they provide for the user. In order to obtain this feeling, the game designer must balance two notions which could seem cont ...
pptx - Naimad Games
pptx - Naimad Games

... Damián Isla, ...
MULTI-AGENT STRATEGY GAME OVER ANTS
MULTI-AGENT STRATEGY GAME OVER ANTS

... In fact, it has been proven that some computer games may be more beneficial for modern human in their everyday life than classic games like hide-and-seek [2]. Computer games can be divided into a number of genres. We will be particularly interested in so called real time strategy games (RTS). A real ...
powerpoint slides
powerpoint slides

... Orientations depend on openness of terrain and tagged danger areas. Pick the most important orientation that is not yet covered. ...
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Total Annihilation

Total Annihilation is a real-time strategy video game created by Cavedog Entertainment, a sub-division of Humongous Entertainment, and released on September 30, 1997 by GT Interactive for Microsoft Windows and Mac OS. It was the first real-time strategy game to feature 3D units and terrain. Two expansion packs were released, The Core Contingency on April 30, 1998 and Battle Tactics on June 30, 1998. After the closure of the Cavedog Entertainment Studios in 1999, the intellectual property fell to Infogrames (now Atari).Total Annihilation is no longer officially supported, due to the closure of Cavedog. The Cavedog team ended, but ex-Cavedog and lead designer Chris Taylor, went on with Gas Powered Games to create Supreme Commander in 2007, popularly considered the ""spiritual successor"" of Total Annihilation. The creators of XTA, a mod for Total Annihilation, independently developed the open source 3D graphics Spring game engine. The Total Annihilation 3D project was begun in the summer of 2006. Other ex-members of Cavedog, including Total Annihilation‍ '​s game engine developer Jon Mavor, later went on to develop Planetary Annihilation in 2014, another game in the same vein as Total Annihilation.In July, 2013, Wargaming.net bought the Total Annihilation franchise from the Atari bankruptcy proceedings.
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