Jefferson 发表于 2025-3-21 19:47:16

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艺术 发表于 2025-3-21 20:45:48

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合唱队 发表于 2025-3-22 03:52:55

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椭圆 发表于 2025-3-22 06:10:11

Reaching and Teaching Marginalized Children, replays show that our model works well on arbitrary matches. MOBA-Slice not only has an accuracy 3.7% higher than DotA Plus Assistant (A subscription service provided by DotA2) at result prediction, but also supports the prediction of the remaining time of a game, and then realizes the evaluation o

liposuction 发表于 2025-3-22 11:12:11

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注入 发表于 2025-3-22 16:44:52

Meera Varadharajan,Sandy Schucksee the effect of such factors on the convergence of DRL. Our results provide a first step in a better understanding of how DRL works and as such will be informative in the future in determining scenarios where DRL can be applied effectively e.g., outside of games.

注入 发表于 2025-3-22 17:06:13

Tristan Cazenave,Abdallah Saffidine,Nathan Sturtev

forbid 发表于 2025-3-23 00:57:29

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禁止 发表于 2025-3-23 03:32:08

MOBA-Slice: A Time Slice Based Evaluation Framework of Relative Advantage Between Teams in MOBA Gamed in these complicated games is large. It is hard for humans and algorithms to evaluate the real-time game situation or predict the game result. In this paper, we introduce ., a time slice based evaluation framework of relative advantage between teams in MOBA games. MOBA-Slice is a quantitative eval

peak-flow 发表于 2025-3-23 07:19:45

TextWorld: A Learning Environment for Text-Based Games that handles interactive play-through of text games, as well as backend functions like state tracking and reward assignment. It comes with a curated list of games whose features and challenges we have analyzed. More significantly, it enables users to handcraft or automatically generate new games. I
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查看完整版本: Titlebook: Computer Games; 7th Workshop, CGW 20 Tristan Cazenave,Abdallah Saffidine,Nathan Sturtev Conference proceedings 2019 Springer Nature Switzer