Results 51 to 60 of about 830,866 (349)
Tsirelson's bound and Landauer's principle in a single-system game [PDF]
We introduce a simple single-system game inspired by the Clauser-Horne-Shimony-Holt (CHSH) game. For qubit systems subjected to unitary gates and projective measurements, we prove that any strategy in our game can be mapped to a strategy in the CHSH game,
Browne, Dan E. +4 more
core +2 more sources
Social characters for computer games [PDF]
Many current video games feature virtual worlds inhabited by autonomous 3D animated characters. These characters often fall short in their ability to participate in social interactions with each other or with people. Increasing the social capabilities of game characters could increase the potential of games as a platform for social learning.
openaire +1 more source
Teaching Bayesian behaviours to video game characters [PDF]
This article explores an application of Bayesian programming to behaviours for synthetic video games characters. We address the problem of real-time reactive selection of elementary behaviours for an agent playing a first person shooter game. We show how Bayesian programming can lead to condensed and easier formalisation of finite state machine-like ...
Le Hy, Ronan +3 more
openaire +3 more sources
ABSTRACT Bone tumours present significant challenges for affected patients, as multimodal therapy often leads to prolonged physical limitations. This is particularly critical during childhood and adolescence, as it can negatively impact physiological development and psychosocial resilience.
Jennifer Queisser +5 more
wiley +1 more source
A Schema Theory Analysis of The Game Character Eunie From ‘Xenoblade Chronicles 3’
This article examines the activation of a schema based on the game, the realization of the Schema Theory in the game character named Eunie, and the proof of Eunie’s status as the primary character in the game. The study analyzes the factors that trigger
Agung Olaf Ridho Rambe +1 more
doaj +1 more source
Active Geometry for Game Characters [PDF]
Animating the geometry of a real-time character is typically done using fast methods such as smooth skinning or coarse physically- based animation. These methods are not able to capture realistic be- haviors such as flesh and muscles bulging with constant volume or fine wrinkling of animated garments.
Rohmer, Damien +2 more
openaire +2 more sources
The role of histone modifications in transcription regulation upon DNA damage
This review discusses the critical role of histone modifications in regulating gene expression during the DNA damage response (DDR). By modulating chromatin structure and recruiting repair factors, these post‐translational modifications fine‐tune transcriptional programmes to maintain genomic stability.
Angelina Job Kolady, Siyao Wang
wiley +1 more source
SenToy and FantasyA: evaluating affective gaming [PDF]
Gaming is a highly relevant application area for Intelligent Agents and Human Computer Interaction (HCI). Computer games bring us a full set of new gaming experiences where synthetic characters take on the main role.Using affective input in the ...
Bullock, Adrian, Gambäck, Björn
core +1 more source
Noisy non-transitive quantum games
We study the effect of quantum noise in 3 by 3 entangled quantum games. By considering different noisy quantum channels we analyze that how a two-player, three-strategy Rock-Scissor-Paper game is influenced by the quantum noise.
Khan, M. Khalid +2 more
core +1 more source
YAP1::TFE3 mediates endothelial‐to‐mesenchymal plasticity in epithelioid hemangioendothelioma
The YAP1::TFE3 fusion protein drives endothelial‐to‐mesenchymal transition (EndMT) plasticity, resulting in the loss of endothelial characteristics and gain of mesenchymal‐like properties, including resistance to anoikis, increased migratory capacity, and loss of contact growth inhibition in endothelial cells.
Ant Murphy +9 more
wiley +1 more source

