296 research outputs found

    Washington University Record, November 29, 2007

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    https://digitalcommons.wustl.edu/record/2126/thumbnail.jp

    A Survey of Monte Carlo Tree Search Methods

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    Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work

    Eastern Progress - 04 Feb 1988

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    Spartan Daily, May 7, 1979

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    Volume 72, Issue 61https://scholarworks.sjsu.edu/spartandaily/6489/thumbnail.jp

    Spartan Daily, October 17, 1972

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    Volume 60, Issue 18https://scholarworks.sjsu.edu/spartandaily/5653/thumbnail.jp

    Monitor Newsletter May 08, 1989

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    Official Publication of Bowling Green State University for Faculty and Staffhttps://scholarworks.bgsu.edu/monitor/1967/thumbnail.jp

    Spectator 2018-01-24

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    Spectator 2018-12-05

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    Esports spectator motivation: A case study on CS:GO

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    The digital world is increasingly becoming a focal point for companies to position themselves in order to gain the attention of their consumers. This is a world still underexplored, and the success of esports combined with the growth of its interested population (particularly among Millennials and Gen Z) shows that esports can be a place of new opportunities for companies to expose themselves and captivate their target audience. This research aims to understand the motivations of Portuguese consumers to watch esports (particularly the game Counter-Strike Global Offensive), to cluster them, and to correlate the motivation cluster with and the level of game engagement. Using the MSES scale to measure motivation, data were collected through a survey with 555 regular consumers of Counter-Strike Global Offensive, and main results show the existence of two clusters of consumers: one that values all the components of this motivation scale, emphasizing the socialization factors between consumers; and another that values equally these same motivations, but discards the importance of this social interaction between consumers. Also, data show that consumers who give more importance to social factors, tend to be more active in these gaming platforms and to invest more and make upgrades in their game inventories. Academical contribution of this thesis encompasses the validation of the MSES scale for the Portuguese consumers of esports. Yet, some managerial recommendation is provided, since knowing the motivations of these consumers becomes essential for marketing departments of companies that target these young consumers, in order to optimize their investments on esports
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