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Volumn , Issue , 2005, Pages 291-298

Learning what to talk about in descriptive games

Author keywords

[No Author keywords available]

Indexed keywords

COMPUTER GAMES; LEARNING ALGORITHMS; MARKOV PROCESSES;

EID: 77952677404     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.3115/1220575.1220612     Document Type: Conference Paper
Times cited : (2)

References (7)
  • 2
    • 0002278788 scopus 로고    scopus 로고
    • Hierarchical Reinforcement Learning with the MAXQ Value Function Decomposition
    • T. G. Dietterich. 2000. Hierarchical reinforcement learning with the MAXQ value function decomposition. Journal of Artificial Intelligence Research, 13:227-303. (Pubitemid 33682087)
    • (2000) Journal of Artificial Intelligence Research , vol.13 , pp. 227-303
    • Dietterich, T.G.1
  • 4
    • 0037841376 scopus 로고    scopus 로고
    • Optimizing dialogue management with reinforcement learning: Experiments with the NJFun system
    • S. Singh, D. Litmanand, M. Kearns, and M. Walker. 2002. Optimizing dialogue management with reinforcement learning: Experiments with the njfun system. Journal of Artificial Intelligence Research, 16:105-133. (Pubitemid 43057171)
    • (2002) Journal of Artificial Intelligence Research , vol.16 , pp. 105-133
    • Singh, S.1    Man, D.L.2    Kearns, M.3    Walker, M.4
  • 6
    • 41449097531 scopus 로고    scopus 로고
    • Graphs and booleans
    • volume 3 of Studies in Linguistics and Philosophy. Kluwer Academic Publishers
    • K. van Deemter and E. Krahmer. (to appear). Graphs and booleans. In Computing Meaning, volume 3 of Studies in Linguistics and Philosophy. Kluwer Academic Publishers.
    • Computing Meaning
    • Van Deemter, K.1    Krahmer, E.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.