Displaying similar documents to “The End of Software Engineering and the Start of Economic-Cooperative Gaming”

Design of a Participatory Decision Making Agent Architecture Based on Argumentation and Influence Function – Application to a Serious Game about Biodiversity Conservation

Alessandro Sordoni, Jean-Pierre Briot, Isabelle Alvarez, Eurico Vasconcelos, Marta de Azevedo Irving, Gustavo Melo (2010)

RAIRO - Operations Research

Similarity:

This paper addresses an ongoing experience in the design of an artificial agent taking decisions and combining them with the decisions taken by human agents. The context is a serious game research project, aimed at computer-based support for participatory management of protected areas (and more specifically national parks) in order to promote biodiversity conservation and social inclusion. Its objective is to help various stakeholders (, environmentalist, tourism operator) to collectively...

A game-theoretical model of competition for staff between two departments

A. Y. Garnaev (2006)

Banach Center Publications

Similarity:

The main purpose of this paper is to analyze a development of a scenario suggested by Baston and Garnaev (2005) for modelling the situation where two departments in a large organization are each seeking to make an appointment within the same area of expertise, for instance, a computer science specialist. The departments are interested in three skills of the candidate (say, writing code, communication and in algorithms). In our scenario Department 1 wants to employ a candidate with excellent...

Modern approaches to modeling user requirements on resource and task allocation in hierarchical computational grids

Joanna Kołodziej, Fatos Xhafa (2011)

International Journal of Applied Mathematics and Computer Science

Similarity:

Tasks scheduling and resource allocation are among crucial issues in any large scale distributed system, including Computational Grids (CGs). These issues are commonly investigated using traditional computational models and resolution methods that yield near-optimal scheduling strategies. One drawback of such approaches is that they cannot effectively tackle the complex nature of CGs. On the one hand, such systems account for many administrative domains with their own access policies,...

Modern Trends in the Automatic Generation of Content for Video Games

Bontchev, Boyan (2016)

Serdica Journal of Computing

Similarity:

Attractive and realistic content has always played a crucial role in the penetration and popularity of digital games, virtual environments, and other multimedia applications. Procedural content generation enables the automatization of production of any type of game content including not only landscapes and narratives but also game mechanics and generation of whole games. The article offers a comparative analysis of the approaches to automatic generation of content for video games proposed...

Evolving small-board Go players using coevolutionary temporal difference learning with archives

Krzysztof Krawiec, Wojciech Jaśkowski, Marcin Szubert (2011)

International Journal of Applied Mathematics and Computer Science

Similarity:

We apply Coevolutionary Temporal Difference Learning (CTDL) to learn small-board Go strategies represented as weighted piece counters. CTDL is a randomized learning technique which interweaves two search processes that operate in the intra-game and inter-game mode. Intra-game learning is driven by gradient-descent Temporal Difference Learning (TDL), a reinforcement learning method that updates the board evaluation function according to differences observed between its values for consecutively...