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Research on Children’s Game Activity Design Strategies Based on Embodied Cognition Theory
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作者 Xiangmiao He 《Journal of Contemporary Educational Research》 2024年第4期54-58,共5页
Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teach... Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teaching.Through investigation and analysis,it is found that the current kindergarten game activity design has the problem of improper combination of educational content and game form.The current kindergarten game activity design has problems such as stereotypes,children’s lack of active learning opportunities in activities,teachers’insufficient theoretical understanding,inappropriate teacher guidance methods,and so on.Embodied cognition theory attaches importance to the important role of the body in the development of cognition,provides new guidance for classroom teaching,and opens up a new path for classroom teaching reform.Based on the perspective of embodied cognition theory,the concept of body and mind integration should be adhered to in kindergarten teaching with games as the basic activity,experiential teaching situation should be created,children’s subjective experience should be respected,and games and interactions should be designed to promote children’s physical and mental participation,thus laying a foundation for the realization of children’s individual freedom,autonomy,and all-round development.Therefore,this paper aims at the existing problems in the current kindergarten gamification teaching and discusses the design strategy of children’s game activities based on embodied cognition theory. 展开更多
关键词 Embodied cognition Children’s play game activity design
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Improving Behavior of Computer Game Bots Using Fictitious Play 被引量:1
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作者 Ushma Kesha Patel Purvag Patel +1 位作者 Henry Hexmoor Norman Carver 《International Journal of Automation and computing》 EI 2012年第2期122-134,共13页
In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple ... In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called fictitious play for improving behavior of these computer game bots which will make them less predictable and hence, more a enjoyable game. 展开更多
关键词 AGENTS computer game bots fictitious play game theory LEARNING Nash equilibrium.
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Multi-Modal Data Analysis Based Game Player Experience Modeling Using LSTM-DNN 被引量:1
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作者 Sehar Shahzad Farooq Mustansar Fiaz +4 位作者 Irfan Mehmood Ali Kashif Bashir Raheel Nawaz KyungJoong Kim Soon Ki Jung 《Computers, Materials & Continua》 SCIE EI 2021年第9期4087-4108,共22页
Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data deri... Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy. 展开更多
关键词 game player modeling experience modeling player analytics deep learning LSTM game play data Candy Crush Saga
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A Playing Game——On the Relationship between Fiction & Reality in Continuityof Parks
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作者 赵萍 苏颖 《海外英语》 2012年第2X期217-218,共2页
In postmodernist novel, the explanation of the relationship between fiction and reality is a distinctive feature, known as a playing game. In Continuity of Parks, the "game" is played through the application... In postmodernist novel, the explanation of the relationship between fiction and reality is a distinctive feature, known as a playing game. In Continuity of Parks, the "game" is played through the application of colors, settings, props, etc. with the plots' evolution. It is helpful to appreciate the postmodernist novel by analysing the relationship. 展开更多
关键词 playING game RELATIONSHIP FICTION REALITY Continui
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PLAY、GAME、SPORT三者关系学说对当前我国学校体育教学改革的启示 被引量:1
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作者 王志勇 《太原城市职业技术学院学报》 2012年第12期82-83,共2页
文章采用文献资料法、逻辑分析法等,对PLAY、GAME、SPORT三者关系学说以及当前我国学校体育教学存在的问题进行梳理与分析,在此基础上提出当前我国学校体育教学改革的策略。认为PLAY、GAME、SPORT三者关系学说给我国当前学校体育教学改... 文章采用文献资料法、逻辑分析法等,对PLAY、GAME、SPORT三者关系学说以及当前我国学校体育教学存在的问题进行梳理与分析,在此基础上提出当前我国学校体育教学改革的策略。认为PLAY、GAME、SPORT三者关系学说给我国当前学校体育教学改革的启示在于将Game,特别是Play融进我们当前学校体育教学的指导思想里;使教学内容由原来竞技化体系向生活化、娱乐化、实用化、方法化、时代化和"玩耍化"相结合的方向转变;不能重Sport而不重play和game,重本本而不重多样,要形成一种有我国特色的学校体育教学模式,要以"育人为本,健康第一"的学校体育教学理念为指导,寓教于趣、寓教于乐,使学校体育教学能切合学生的实际需要。 展开更多
关键词 playgame、SPORT三者关系学说 学校体育教学 存在问题 启示
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Path Planning of the Multiple Mobile Robot System Applied in Chinese Chess Game 被引量:1
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作者 Jr-Hong Guo Kuo-Lan Su Sheng-Ven Shiau 《Journal of Mechanics Engineering and Automation》 2011年第3期217-226,共10页
The article presents the path planning algorithm to be applied in the Chinese chess game, and uses multiple mobile robots to present the experimental scenario. Users play the Chinese chess game using the mouse on the ... The article presents the path planning algorithm to be applied in the Chinese chess game, and uses multiple mobile robots to present the experimental scenario. Users play the Chinese chess game using the mouse on the supervised computer. The supervised computer programs the motion paths using A* searching algorithm, and controls mobile robots moving on the grid based chessboard platform via wireless radio frequency (RF) interface. The A* searching algorithm solves shortest path problems of mobile robots from the start point to the target point, and avoids the obstacles on the chessboard platform. The supervised computer calculates the total time to play the game, and computes the residual time to play chess in the step for each player. The simulation results can fired out the shortest motion paths of the mobile robots (chesses) moving to target points from start points in the monitor, and decides the motion path to be existence or not. The eaten chess can moves to the assigned position, and uses the A* searching algorithm to program the motion path, too. Finally, the authors implement the simulation results on the chessboard platform using mobile robots. Users can play the Chinese chess game on the supervised computer according to the Chinese chess game rule, and play each step of the game in the assigned time. The supervised computer can suggests which player don't obey the rules of the game, and decides which player to be a winner. The scenario of the Chinese chess game feedback to the user interface using the image system. 展开更多
关键词 Path planning Chinese chess game multiple mobile robots A* searching algorithm wireless RF (radio frequency) interface.
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A New Action-Based Reasoning Approach for Playing Chess
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作者 Norhan Hesham Osama Abu-Elnasr Samir Elmougy 《Computers, Materials & Continua》 SCIE EI 2021年第10期175-190,共16页
Many previous research studies have demonstrated game strategies enabling virtual players to play and take actions mimicking humans.The CaseBased Reasoning(CBR)strategy tries to simulate human thinking regarding solvi... Many previous research studies have demonstrated game strategies enabling virtual players to play and take actions mimicking humans.The CaseBased Reasoning(CBR)strategy tries to simulate human thinking regarding solving problems based on constructed knowledge.This paper suggests a new Action-Based Reasoning(ABR)strategy for a chess engine.This strategy mimics human experts’approaches when playing chess,with the help of the CBR phases.This proposed engine consists of the following processes.Firstly,an action library compiled by parsing many grandmasters’cases with their actions from different games is built.Secondly,this library reduces the search space by using two filtration steps based on the defined action-based and encoding-based similarity schemes.Thirdly,the minimax search tree is fed with a list extracted from the filtering stage using the alpha-beta algorithm to prune the search.The proposed evaluation function estimates the retrievably reactive moves.Finally,the best move will be selected,played on the board,and stored in the action library for future use.Many experiments were conducted to evaluate the performance of the proposed engine.Moreover,the engine played 200 games against Rybka 2.3.2a scoring 2500,2300,2100,and 1900 rating points.Moreover,they used the Bayeselo tool to estimate these rating points of the engine.The results illustrated that the proposed approach achieved high rating points,reaching as high as 2483 points. 展开更多
关键词 Action based reasoning case-based reasoning chess engine computer games search algorithm
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Approximating Ordinary Differential Equations by Means of the Chess Game Moves
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作者 Maria Teresa Signes-Pont Joan Boters-Pitarch +1 位作者 José Juan Cortés-Plana Higinio Mora-Mora 《Journal of Applied Mathematics and Physics》 2022年第10期3240-3263,共24页
The chess game provides a very rich experience in neighborhood types. The chess pieces have vertical, horizontal, diagonal, up/down or combined movements on one or many squares of the chess. These movements can associ... The chess game provides a very rich experience in neighborhood types. The chess pieces have vertical, horizontal, diagonal, up/down or combined movements on one or many squares of the chess. These movements can associate with neighborhoods. Our work aims to set a behavioral approximation between calculations carried out by means of traditional computation tools such as ordinary differential equations (ODEs) and the evolution of the value of the cells caused by the chess game moves. Our proposal is based on a grid. The cells’ value changes as time pass depending on both their neighborhood and an update rule. This framework succeeds in applying real data matching in the cases of the ODEs used in compartmental models of disease expansion, such as the well-known Susceptible-Infected Recovered (SIR) model and its derivatives, as well as in the case of population dynamics in competition for resources, depicted by the Lotke-Volterra model. 展开更多
关键词 chess game NEIGHBORHOOD Update Rule ODE SIR Model Lotke-Volterra Model
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Playing the Traditional Game
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作者 Liu Jian 《ChinAfrica》 2013年第1期54-55,共2页
FEW games are as popular in China as mahjong. whose players range in age from 20 to over 80. Today mahjong, a favorite pastime for Chinese natives, is also winning hearts of the expat community in China.
关键词 playER Mel playing the Traditional game
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Playing a Game
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作者 高素菊 《中学英语园地(八九年级适用)》 2005年第11期26-26,共1页
关键词 playing a game
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CHESS PLAYED IN THE DORKANG PASTORAL AREAS
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《China's Tibet》 2001年第2期42-42,共1页
关键词 chess playED IN THE DORKANG PASTORAL AREAS
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Playing a Dangerous Game
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《ChinAfrica》 2012年第2期11-11,共1页
China's agriculture has grown rapidly over the last 50 years, bringing selfsufficiency and economic development to the world's most populous country. However, Jiang Gaoming, a researcher with the Institute of Botany... China's agriculture has grown rapidly over the last 50 years, bringing selfsufficiency and economic development to the world's most populous country. However, Jiang Gaoming, a researcher with the Institute of Botany at the Chinese Academy of Sciences, 展开更多
关键词 playing a Dangerous game
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改进深度神经网络在爱恩斯坦棋中的应用研究
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作者 蔡彪 徐昕怡 +1 位作者 谢婷 胡洋成 《重庆理工大学学报(自然科学)》 CAS 北大核心 2024年第5期108-114,共7页
爱恩斯坦棋作为一种附带随机性的完美信息博弈,其难度在于每次投掷骰子导致的结果不确定性,这增加了策略设计和局面的评估难度。针对爱恩斯坦棋的游戏规则,提出了一种改进的深度学习方法。对Alpha(go)Zero神经网络模型进行改进和设计,... 爱恩斯坦棋作为一种附带随机性的完美信息博弈,其难度在于每次投掷骰子导致的结果不确定性,这增加了策略设计和局面的评估难度。针对爱恩斯坦棋的游戏规则,提出了一种改进的深度学习方法。对Alpha(go)Zero神经网络模型进行改进和设计,使其能精确地评估各种棋盘状态,生成有效的游戏策略。通过结合改进的残差神经网络和蒙特卡洛树搜索,提取棋局特征并进行局面评估,动态生成策略和进行决策。结合强化学习,以期望胜率为准则,通过自我对弈不断优化权重,改进策略生成效果。实验结果表明:改进的深度学习方法优于全国计算机博弈大赛冠军组算法,进一步验证了深度学习方法在爱恩斯坦棋随机性完美信息博弈中的有效性和可行性。 展开更多
关键词 计算机博弈 非完美信息博弈 爱恩斯坦棋 深度神经网络
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长江经济带生态文明建设“一盘棋”重要论述中的系统观念 被引量:1
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作者 邓亚秋 《成都理工大学学报(社会科学版)》 2024年第1期48-58,共11页
文章旨在研究阐释习近平生态文明思想的科学内涵,从新时代“五位一体”总体布局、区域协调发展战略和中华优秀传统生态文化成果滋养润育的宏观视野入手论证,深入解读习近平总书记关于长江经济带生态文明建设“一盘棋”重要论述中系统观... 文章旨在研究阐释习近平生态文明思想的科学内涵,从新时代“五位一体”总体布局、区域协调发展战略和中华优秀传统生态文化成果滋养润育的宏观视野入手论证,深入解读习近平总书记关于长江经济带生态文明建设“一盘棋”重要论述中系统观念所蕴含的战略思维、底线思维、创新思维、系统思维,进一步深刻领会习近平生态文明思想的理论特质、原创性贡献、实践伟力。 展开更多
关键词 长江经济带 生态文明建设 “一盘棋”重要论述 系统观念
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融合经验知识与深度强化学习的久棋Alpha-Beta算法优化研究
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作者 张小川 杨小漫 +3 位作者 涂飞 王鑫 严明珠 梁渝卓 《重庆理工大学学报(自然科学)》 CAS 北大核心 2024年第5期115-120,共6页
藏族久棋作为一种传统的棋类博弈游戏,具备高度复杂的规则体系以及变幻莫测的棋局演变。传统的博弈策略在面对不同对手和棋局时不稳定,性能差,需要新的方法提高藏族久棋AI的博弈水平。以藏族久棋为研究对象,针对布局阶段,改进传统Alpha-... 藏族久棋作为一种传统的棋类博弈游戏,具备高度复杂的规则体系以及变幻莫测的棋局演变。传统的博弈策略在面对不同对手和棋局时不稳定,性能差,需要新的方法提高藏族久棋AI的博弈水平。以藏族久棋为研究对象,针对布局阶段,改进传统Alpha-Beta剪枝搜索算法,并结合经验知识,融入深度强化学习算法完成棋盘布局合理性的落子选择,以此为后续阶段铺路。在行棋阶段与飞子阶段,结合经验知识使用Alpha-Beta算法,完成行棋路径。最后,将所提算法和策略集成于久棋AI程序,在中国计算机博弈锦标赛中取得了良好的成绩,验证了该方法的有效性。 展开更多
关键词 藏族久棋 经验知识 Alpha-Beta算法 深度强化学习 计算机博弈
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基于Alpha-beta剪枝树的揭棋算法的设计与实现
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作者 刘丰瑞 田少杰 任玉昕 《现代信息科技》 2024年第18期48-51,58,共5页
揭棋是中国象棋的一个变种玩法,相较于中国象棋策略、收益皆透明的模式,揭棋无法确定收益和后续策略,属于非完全信息博弈,需要开发新的算法才能实现揭棋人机对弈。文章设计并实现了基于Alpha-beta剪枝技术辅以启发式搜索的揭棋程序,通... 揭棋是中国象棋的一个变种玩法,相较于中国象棋策略、收益皆透明的模式,揭棋无法确定收益和后续策略,属于非完全信息博弈,需要开发新的算法才能实现揭棋人机对弈。文章设计并实现了基于Alpha-beta剪枝技术辅以启发式搜索的揭棋程序,通过创造极大层与极小层之间的暗子扩张层构建出适合揭棋使用的博弈树结构,基于中国象棋的分值评价标准设计了适用于揭棋的评分体系,解决了对暗子的评分与深层搜索问题,实现了对揭棋状态复杂度与揭棋算法的初步探索。 展开更多
关键词 非完全信息博弈 Alpha-beta剪枝 揭棋 中国象棋
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幼小衔接视角下自主棋游戏助推幼儿思维发展的实践研究
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作者 章锦 《教育探究》 2024年第4期42-46,共5页
当前幼儿园里的棋游戏占比较高的是传统棋游戏及游戏类棋游戏,前者对孩子识记和运用既定游戏规则的要求比较高,故而于孩子而言难度相对更大。自主棋游戏是幼儿在已有行棋经验、生活经验的基础上,自主设计玩法、规则,进行合作行棋的游戏... 当前幼儿园里的棋游戏占比较高的是传统棋游戏及游戏类棋游戏,前者对孩子识记和运用既定游戏规则的要求比较高,故而于孩子而言难度相对更大。自主棋游戏是幼儿在已有行棋经验、生活经验的基础上,自主设计玩法、规则,进行合作行棋的游戏。6-8岁幼儿正处于抽象思维的萌芽期,大班阶段自主棋游戏具有推动与促进幼儿思维与心智发展的优势,相较传统棋游戏更能促进幼儿的成长。从幼小衔接视角出发,大班幼儿自主棋游戏助推幼儿思维发展的实施策略包含“以趣味激发兴趣、在观察基础上给予指导、以实战增加经验”等,以促进幼儿智力和非智力因素的发展,更优质地提升幼小衔接。 展开更多
关键词 棋类游戏 思维 幼小衔接 策略
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A Matrix Approach to the Modeling and Analysis of Networked Evolutionary Games With Time Delays 被引量:9
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作者 Guodong Zhao Yuzhen Wang Haitao Li 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2018年第4期818-826,共9页
Using the semi-tensor product method, this paper investigates the modeling and analysis of networked evolutionary games(NEGs) with finite memories, and presents a number of new results. Firstly, a kind of algebraic ex... Using the semi-tensor product method, this paper investigates the modeling and analysis of networked evolutionary games(NEGs) with finite memories, and presents a number of new results. Firstly, a kind of algebraic expression is formulated for the networked evolutionary games with finite memories, based on which the behavior of the corresponding evolutionary game is analyzed. Secondly, under a proper assumption, the existence of Nash equilibrium of the given networked evolutionary games is proved and a free-type strategy sequence is designed for the convergence to the Nash equilibrium. Finally, an illustrative example is worked out to support the obtained new results. 展开更多
关键词 Fictitious play process Nash equilibrium networked evolutionary games(NEGs) semi-tensor product of matrices
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An Analysis of the Connection Between AI Development and the Creation of Games and Advanced Computer Systems
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作者 Ewa Drabik 《Economics World》 2018年第4期251-262,共12页
Electronic games and video games have engaged the interest of artificial intelligence(AI)researchers.The cryptocurrency bitcoin is generated by an algorithm based on cryptography technology.High frequency trading(HFT)... Electronic games and video games have engaged the interest of artificial intelligence(AI)researchers.The cryptocurrency bitcoin is generated by an algorithm based on cryptography technology.High frequency trading(HFT)based on high quality software.The most spectacular games and programs use a learning neural network,for example backgammon,bridge,Go.Those were created with the use of“deep learning”on multiple layers of neural network.Sometimes,it is not clear“which path the computer will chose”.The paper aims at discussing the electronic version of some games and their applications in developing an AI. 展开更多
关键词 AI Go chess video gameS cryptocurrency NEURAL network
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On Positional Games With Perfect Information and Their Applications
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作者 Ewa Drabik 《Economics World》 2014年第3期180-187,共8页
The game theory was firstly used for description of economic phenomena and social interaction. But there are certain type of perfect information games (PI-games), the so-called positional game or Banach-Mazur games,... The game theory was firstly used for description of economic phenomena and social interaction. But there are certain type of perfect information games (PI-games), the so-called positional game or Banach-Mazur games, which so far have not been applied in economy. The perfect information positional game is defined as the game during which at any time the choice is made by one of the players who is acquainted with the previous decision of his opponent. The game is run on a sequential basis. The aim of this paper is to discuss selected Banach-Mazur games and to present some applications of positional game. This paper also shows new theoretical example of a determined PI-game, based by theoretical overview. All considerations are pure theoretical and based by logical deduction. 展开更多
关键词 Banach-Mazur games a winning strategy determinacy of Pl-game axiom of choice rule of auction finite and infinite games of perfect information the Dutch auction chess
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