Search results for "ComputingMilieux_PERSONALCOMPUTING"
showing 10 items of 256 documents
Men's doubles professional tennis on hard courts: Game structure and point ending characteristics
2019
Despite the great tradition and importance of the doubles game in professional tennis, no literature has analysed to date the performance of professional players. Therefore, the information on the characteristics of the game, or the tactics related to how the points are won in doubles play is scarce. The objective of this study has been to describe the basic characteristics of the structure of the doubles game, and to establish how the points finish in doubles professional tennis played on hard courts. Thirty-four ATP doubles matches played in 2018 were analysed, which included a total of 40 professional players. As per the game structure, the results showed that, in comparison to the singl…
Bases del Derecho Administrativo
2013
Presentación en powerpoint sobre las Bases del Derecho Administrativo
Measuring user responses to interactive stories: Towards a standardized assessment tool
2010
Potential AI Strategies to Solve the Commons Game: A Position Paper
2010
Published version of an article from the book: Advances in Artificial Intelligence : 23rd Canadian Conference on Artificial Intelligence. The original publication is available at Springerlink. http://dx.doi.org/10.1007/978-3-642-13059-5_45 In this paper, we propose the use of hill climbing and particle swarm optimization to find strategies in order to play the Commons Game (CG). The game, which is a non-trivial N-person non-zero-sum game, presents a simple mechanism to formulate how different parties can use shared resources. If the parties cooperate, the resources are sustainable. However, the resources get depleted if used indiscriminately. We consider the case when a single player has to…
Comparison of Game-Related Statistics in Men¿s International Championships between Winning and Losing Teams according to Margin of Victory
2014
The aims of this study were (i) to compare water polo game-related statistics by game outcome (winning and losing teams) and margins of victory (close games, unbalanced games, and very unbalanced games), and (ii) to identify characteristics that mark the differences in performances for each group of margin of victory. The game-related statistics of the 308 men¿s matches played in seven International Championships (Olympic Games, World and European Championships) were analysed. A cluster analysis established three groups (close games, unbalanced games, and very unbalanced games) according to the margin of victory. Differences between game outcomes (winning or losing teams) and margins of vic…
Cultural Festivals Organization & Management : New Challenges in the Digital Age?
2020
Reseña del Internationa Workshop Cultural Festivals Organization & Management: New Challenges in the Digital Age?
Estetiske Læringsprosesser i design og spilling av brettspill
2018
Masteroppgave kunstfag KF500 - Universitetet i Agder 2018 In this thesis I have studied how aesthetical learning processes can occur in thedesign process and in play of a natural science themed board game. I have done this by designing my own board game with a biological theme, and tested it with others in two occations. I found that aesthetic learning processes had occurred in both the design process and whenplaying the game. This gave me the basis for further discussion of how learning processes and aesthetic learning processes can occur in the game medium in general.In the design process, aesthetic learning processes can occur through position exploration and aesthetic choices in the cre…
Evaluations of an Experiential Gaming Model
2006
This paper examines the experiences of players of a problem-solving game. The main purpose of the paper is to validate the flow antecedents included in an experiential gaming model and to study their influence on the flow experience. Additionally, the study aims to operationalize the flow construct in a game context and to start a scale development process for assessing the experience of flow in game settings. Results indicated that the flow antecedents studied—challenges matched to a player’s skill level, clear goals, unambiguous feedback, a sense of control, and playability—should be considered in game design because they contribute to the flow experience. Furthermore, the indicators of t…
Exception-Tolerant Hierarchical Knowledge Bases for Forward Model Learning
2021
This article provides an overview of the recently proposed forward model approximation framework for learning games of the general video game artificial intelligence (GVGAI) framework. In contrast to other general game-playing algorithms, the proposed agent model does not need a full description of the game but can learn the game's rules by observing game state transitions. Based on hierarchical knowledge bases, the forward model can be learned and revised during game-play, improving the accuracy of the agent's state predictions over time. This allows the application of simulation-based search algorithms and belief revision techniques to previously unknown settings. We show that the propose…
On robustness and dynamics in (un)balanced coalitional games
2012
In this paper we investigate robustness and dynamics for coalitional games with transferable utilities (TU games). In particular we study sequences of TU games. These sequences model dynamic situations in which the values of coalitions of players are not known beforehand, and are subject to changes over time. An allocation rule assigns a payoff to each player in each time period. This payoff is bounded by external restrictions, for example due to contractual agreements. Our main questions are: (i) under which conditions do the allocations converge to a core-element of the game, and (ii) when do the allocations converge to some specific allocation, the so-called nominal allocation? The main …