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Procedural Content Generation via Machine Learning (PCGML)., , , , , , , и . CoRR, (2017)Kwiri - What, When, Where and Who: Everything You Ever Wanted to Know About Your Game But Didn't Know How to Ask., , , и . KEG@AAAI, том 2313 из CEUR Workshop Proceedings, стр. 43-50. CEUR-WS.org, (2019)Generating heuristics for novice players., , , и . CIG, стр. 1-8. IEEE, (2016)A hybrid search agent in pommerman., , , , , и . FDG, стр. 46:1-46:4. ACM, (2018)A Statistical Analysis of Player Improvement and Single-Player High Scores., и . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)SeekWhence a retrospective analysis tool for general game design., , и . FDG, стр. 4:1-4:6. ACM, (2017)Evolving Agents for the Hanabi 2018 CIG Competition., , , , , и . CIG, стр. 1-8. IEEE, (2018)Simulating strategy and dexterity for puzzle games., , , и . CIG, стр. 142-149. IEEE, (2017)Interactive Design Exploration of Game StagesUsing Adjustable Synthetic Testers., , , , и . FDG, стр. 25:1-25:4. ACM, (2020)AI as Evaluator: Search Driven Playtesting of Modern Board Games., , , и . AAAI Workshops, том WS-17 из AAAI Technical Report, AAAI Press, (2017)