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of 4
pro vyhledávání: '"Marco Pleines"'
Autor:
Marco Pleines, Konstantin Ramthun, Yannik Wegener, Hendrik Meyer, Matthias Pallasch, Sebastian Prior, Jannik Drogemuller, Leon Buttinghaus, Thilo Rothemeyer, Alexander Kaschwig, Oliver Chmurzynski, Frederik Rohkrahmer, Roman Kalkreuth, Frank Zimmer, Mike Preuss
Autonomously trained agents that are supposed to play video games reasonably well rely either on fast simulation speeds or heavy parallelization across thousands of machines running concurrently. This work explores a third way that is established in
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::d7580c584ebadf9c839c790e6a03f800
http://arxiv.org/abs/2205.05061
http://arxiv.org/abs/2205.05061
Publikováno v:
IEEE 447-454 (2020). doi:10.1109/CoG47356.2020.9231802
2020 IEEE Conference on Games (CoG) : [Proceedings]-IEEE, 2020
2020 IEEE Conference on Games (CoG) : [Proceedings]-IEEE, 20202020 IEEE Conference on Games (CoG), Osaka, Japan, 2020-08-24-2020-08-27
CoG
2020 IEEE Conference on Games (CoG) : [Proceedings]-IEEE, 2020
2020 IEEE Conference on Games (CoG) : [Proceedings]-IEEE, 20202020 IEEE Conference on Games (CoG), Osaka, Japan, 2020-08-24-2020-08-27
CoG
The Obstacle Tower Challenge is the task to master a procedurally generated chain of levels that subsequently get harder to complete. Whereas the most top performing entries of last year's competition used human demonstrations or reward shaping to le
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::1db47f86a987e2db89eb848dbfd3c91d
http://arxiv.org/abs/2004.00567
http://arxiv.org/abs/2004.00567
Autor:
Marco Pleines
Publikováno v:
Interaktive Datenvisualisierung in Wissenschaft und Unternehmenspraxis ISBN: 9783658295615
Generative Adversarial Networks (GANs) – zu Deutsch erzeugende gegensatzliche Netzwerke – umfassen eine Methodik des maschinellen Lernens (insb. Deep Learning) zur Generierung von synthetischen Daten, wie bspw. Bilder von Personen, 3D-Modelle ode
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::8472c0917538e9fe77404b3b5a3226cd
https://doi.org/10.1007/978-3-658-29562-2_8
https://doi.org/10.1007/978-3-658-29562-2_8
Publikováno v:
CoG
Enabling agents to generally play video games requires to implement a common action space that mimics human input devices like a gamepad. Such action spaces have to support concurrent discrete and continuous actions. To solve this problem, this work