Zobrazeno 1 - 10
of 756
pro vyhledávání: '"Real-time strategy"'
Publikováno v:
Brain Research Bulletin, Vol 213, Iss , Pp 110974- (2024)
Past research has revealed cognitive improvements resulting from engagement with both traditional action video games and newer action-like video games, such as action real-time strategy games (ARSG). However, the cortical dynamics elicited by differe
Externí odkaz:
https://doaj.org/article/faddb6a9fe9c4a9b82802257b0f81f9e
Autor:
Ling Quan, Xiaobo Liu, Ruifang Cui, Xue Li, Chenggan Liu, Runchen Yang, Diankun Gong, Li Dong
Publikováno v:
Brain-Apparatus Communication, Vol 2, Iss 1 (2023)
Purpose Action Real-Time Strategy Games (ART SGs) is a prominent component of lifestyles and offers an ecological venue to investigate brain functions. Anxiety is an adaptive emotion and may exert its wide influence on brain functions. However, littl
Externí odkaz:
https://doaj.org/article/17cd5a1d64f347e39e1669f261896859
Autor:
Yudi Widhiyasana, Maisevli Harika, Fahmi Faturahman Nul Hakim, Fitri Diani, Kokoy Siti Komariah, Diena Rauda Ramdania
Publikováno v:
JOIV: International Journal on Informatics Visualization, Vol 6, Iss 2, Pp 298-305 (2022)
Controlling each member of the soldiers to carry out battle with Non-Playable Characters (NPC) is one of the secrets to winning Real-Time Strategy games. The game could be more complicated and offer a more engaging experience if every NPC acts like h
Externí odkaz:
https://doaj.org/article/b8219fa21f4a43aabc2a3d0e961ced6c
Autor:
Raj Dasgupta, John Kliem
Publikováno v:
International Journal of Serious Games, Vol 10, Iss 1 (2023)
We investigate the use of artificial intelligence (AI)-based techniques in learning to play a 2-player, real-time strategy (RTS) game called Hunting-of-the-Plark. The game is challenging to play for both humans and AI-based techniques because players
Externí odkaz:
https://doaj.org/article/b49f2353a0cb4e3590afbb229cd1e325
Akademický článek
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Autor:
Dor, Simon
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game
Externí odkaz:
https://library.oapen.org/handle/20.500.12657/86607
Publikováno v:
Applied Sciences, Vol 13, Iss 14, p 8283 (2023)
Invalid action masking is a practical technique in deep reinforcement learning to prevent agents from taking invalid actions. Existing approaches rely on action masking during policy training and utilization. This study focuses on developing reinforc
Externí odkaz:
https://doaj.org/article/5d5be2880d7a40e9a96d417943c7ad77
Autor:
Jiaxin Xie, Ruifang Cui, Weiyi Ma, Jingqing Lu, Lin Wang, Shaofei Ying, Dezhong Yao, Diankun Gong, Guojian Yan, Tiejun Liu
Publikováno v:
Frontiers in Human Neuroscience, Vol 16 (2022)
Research showed that action real-time strategy gaming (ARSG) experience is related to cognitive and neural plasticity, including visual selective attention and working memory, executive control, and information processing. This study explored the rel
Externí odkaz:
https://doaj.org/article/0979c0d85e70408ab523eab4697b1ae3
Publikováno v:
Mathematics, Vol 11, Iss 5, p 1243 (2023)
Games can be more than just a form of entertainment. Game spaces can be used to test different research ideas quickly, simulate real-life environments, develop non-playable characters (game agents) that interact alongside human players and much more.
Externí odkaz:
https://doaj.org/article/2f0d4e3908eb4eb1880ef67656b126d8
Autor:
Damijan Novak, Domen Verber
Publikováno v:
Tehnički Vjesnik, Vol 28, Iss 6, Pp 2127-2137 (2021)
Real-Time Strategy games (RTS) are representatives of the highest class of computational complexity in computer game genres. To cope with the high complexity of the state-action space of RTS game worlds, various Machine Learning algorithms are being
Externí odkaz:
https://doaj.org/article/0ac5c27f2f7443869cbe2aa0d460c778