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公开(公告)号:US20110137629A1
公开(公告)日:2011-06-09
申请号:US13006263
申请日:2011-01-13
CPC分类号: A63F13/573 , A63F13/10 , A63F13/803 , A63F2300/63 , A63F2300/64 , A63F2300/646 , A63F2300/8017 , G01C21/00
摘要: An automatic algorithm for finding racing lines via computerized minimization of a measure of the curvature of a racing line is derived. Maximum sustainable speed of a car on a track is shown to be inversely proportional to the curvature of the line it is attempting to follow. Low curvature allows for higher speed given that a car has some maximum lateral traction when cornering. The racing line can also be constrained, or “pinned,” at arbitrary points on the track. Pinning may be performed randomly, deterministically, or manually and allows, for example, a line designer to pin the line at any chosen points on the track, such that when the automatic algorithm is run, it will produce the smoothest line that still passes through all the specified pins.
摘要翻译: 推导出通过计算机化最小化赛车线的曲率的度量来找到赛车线的自动算法。 轨道上汽车的最大可持续速度显示为与其试图跟随的线的曲率成反比。 由于在转弯时汽车具有一定的最大横向牵引力,所以低曲率允许更高的速度。 赛道也可以在轨道上的任意点受到限制或“固定”。 固定可以随机,确定地或手动执行,并且允许例如线设计者在轨道上的任何选定点处将线固定,使得当运行自动算法时,它将产生仍然通过的最平滑的线 所有指定的引脚。
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公开(公告)号:US20070156327A1
公开(公告)日:2007-07-05
申请号:US11322527
申请日:2005-12-30
申请人: Michael Tipping , Mark Hatton , Ralf Herbrich
发明人: Michael Tipping , Mark Hatton , Ralf Herbrich
IPC分类号: G01C21/00
CPC分类号: A63F13/573 , A63F13/10 , A63F13/803 , A63F2300/63 , A63F2300/64 , A63F2300/646 , A63F2300/8017 , G01C21/00
摘要: An automatic agorithm for finding racing lines via computerized minimization of a measure of the curvature of a racing line is derived. Maximum sustainable speed of a car on a track is shown to be inversely proportional to the curvature of the line it is attempting to follow. Low curvature allows for higher speed given that a car has some maximum lateral traction when cornering. The racing line can also be constrained, or “pinned,” at arbitrary points on the track. Pinning may be randomly, deterministically, or manually and allows, for example, a line designer to pin the line at any chosen points on the track, such that when the automatic algorithm is run, it will produce the smoothest line that still passes through all the specified pins.
摘要翻译: 导出通过计算机化最小化赛车线的曲率的度量来找到赛车线的自动算法。 轨道上汽车的最大可持续速度显示为与其试图跟随的线的曲率成反比。 由于在转弯时汽车具有一定的最大横向牵引力,所以低曲率允许更高的速度。 赛道也可以在轨道上的任意点受到限制或“固定”。 固定可以是随机的,确定的或手动的,并且允许例如线设计者在轨道上的任何选定点处固定线,使得当运行自动算法时,它将产生仍然通过所有的最平滑的线 指定的引脚。
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公开(公告)号:US09413557B2
公开(公告)日:2016-08-09
申请号:US12818161
申请日:2010-06-18
申请人: Ralf Herbrich , Thore Graepel , Yoram Bachrach
发明人: Ralf Herbrich , Thore Graepel , Yoram Bachrach
CPC分类号: H04L12/5855 , G06Q30/0214 , G06Q30/0273 , G06Q50/01 , H04L51/14 , H04L51/32
摘要: Online recommendations are tracked through a forwarding service. The forwarding service can provide such statistics to an ad service, which can provide incentives to the recommending user and a consuming user. Example incentives may include an accumulation of points by the recommending user, a discount to the consuming user if a purchase is made in response to the recommendation, etc. To determine how much of an incentive each participant in the recommendation flow receives, a graph is created to model the recommendation flow and incentives are allocated using a cooperative game description based on this graph that associates each participant with a power index that represents that participants share of the incentive.
摘要翻译: 通过转发服务跟踪在线建议。 转发服务可以将这样的统计信息提供给广告服务,其可以向推荐用户和消费用户提供激励。 示例性激励可以包括推荐用户的积分积分,如果响应于推荐而进行购买,则对消费用户的折扣等。为了确定推荐流程中每个参与者接收到的激励多少, 创建以建模流程的模型和激励是使用基于该图的合作游戏描述来分配的,其将每个参与者与表示激励的参与者份额的权力指数相关联。
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公开(公告)号:US08868525B2
公开(公告)日:2014-10-21
申请号:US13594685
申请日:2012-08-24
IPC分类号: G06F7/00 , G06F15/177
CPC分类号: G06F17/30578
摘要: Processing a prepared update is disclosed. A prepared update associated with a request that has been used by the sender to update a local version of a data associated with the sender is received from a sender. Based at least in part on an identifier included in the prepared update, a selected data handler is selected among a plurality of data handlers. The selected data handler is used to update a centralized version of the data at least in part by using the received prepared update. The centralized version of the data has been previously updated using a plurality of prepared updates received from a plurality of senders. The updated centralized version of the data is sent to update the local version of the data associated with the sender.
摘要翻译: 公开处理准备好的更新。 从发送方接收与发送方使用的用于更新与发送者相关联的数据的本地版本的请求相关联的准备更新。 至少部分地基于所准备的更新中包括的标识符,在多个数据处理程序中选择所选择的数据处理程序。 所选择的数据处理程序用于至少部分地通过使用所接收的准备更新来更新数据的集中版本。 已经使用从多个发送者接收的多个准备更新来更新数据的集中版本。 发送更新的集中版本的数据以更新与发送方相关联的数据的本地版本。
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公开(公告)号:US08560528B2
公开(公告)日:2013-10-15
申请号:US12725862
申请日:2010-03-17
申请人: Ralf Herbrich , Yoram Bachrach
发明人: Ralf Herbrich , Yoram Bachrach
CPC分类号: G06F17/30525
摘要: Data structures for collaborative filtering systems are described. In an embodiment sketches which extremely concisely represent a list of items that a user has rated are created and stored for use by a collaborative filtering system to recommend items. For example, the sketches are created by using several versions of a cryptographic hash function to permute the item list and store a minimal value from each permutation in the sketch together with a user rating. In examples the sketches are used to compute estimates of similarity measures between pairs of users such as rank correlations including Spearman's Rho and Kendall's Tau. For example, the similarity measures are used by a collaborative filtering system to accurately and efficiently recommend items to users. For example the sketches are so concise that massive amounts of data can be taken into account in order to give high quality recommendations in a practical manner.
摘要翻译: 描述协作过滤系统的数据结构。 在一个实施例中,创建并存储极其简明地表示用户评级的项目列表的草图,供协作过滤系统用于推荐项目。 例如,草图是通过使用加密散列函数的多个版本来创建的,以便排列项目列表,并将草图中每个排列的最小值与用户评分一起存储。 在示例中,草图用于计算用户对之间的相似性度量的估计,例如等级相关性,包括Spearman的Rho和Kendall的Tau。 例如,协作过滤系统使用相似性度量来准确和有效地向用户推荐项目。 例如,草图非常简洁,可以考虑大量数据,以便以实用的方式提供高质量的建议。
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公开(公告)号:US20120089581A1
公开(公告)日:2012-04-12
申请号:US12899569
申请日:2010-10-07
申请人: Anoop Gupta , Thore Graepel , Ralf Herbrich
发明人: Anoop Gupta , Thore Graepel , Ralf Herbrich
摘要: A publishing engine captures capturing commercial events and other information (collectively, “commercial information”) associated with a first user and automatically notifies other users in the social network of the first user of this commercial information. The publishing engine also notifies one or more search engines of these events and information. Based on this commercial information, the search engine can augment search results of the members of the social network to include historical notifications relating to commercial transactions for similar products and/or services by others in their social network. In this manner, for example, the search engine can provide results directing the searcher to other users in their social network who have purchased such products and/or services.
摘要翻译: 发布引擎捕获与第一用户相关联的商业事件和其他信息(统称为“商业信息”),并自动通知该商业信息的第一用户的社交网络中的其他用户。 发布引擎还通知一个或多个搜索引擎的这些事件和信息。 基于这种商业信息,搜索引擎可以增加社交网络成员的搜索结果,以包括与他们的社交网络中的其他类似产品和/或服务相关的商业交易的历史通知。 以这种方式,例如,搜索引擎可以提供将搜索者指向已经购买了这样的产品和/或服务的社交网络中的其他用户的结果。
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公开(公告)号:US20090227313A1
公开(公告)日:2009-09-10
申请号:US12278387
申请日:2007-01-16
申请人: Thomas Minka , Thore Kh Graepel , Ralf Herbrich
发明人: Thomas Minka , Thore Kh Graepel , Ralf Herbrich
IPC分类号: A63F9/24
CPC分类号: G06Q10/06 , A63B71/0616
摘要: There is a desire to provide a way to determine relative skills of players of games such as computer games, chess, tennis and any other suitable type of game. Our earlier Bayesian Scoring system is implemented in Xbox Live (trade mark) and is currently commercially available under the trade name TrueSkill (trade mark). Here we build on our earlier work and use a new method of computation to enable processing times to be significantly reduced. Message passing techniques are adapted to enable computation of updated skill beliefs to be obtained quickly even in the case of multiple teams of multiple players.
摘要翻译: 有希望提供一种方法来确定游戏玩家的相对技能,如电脑游戏,象棋,网球和任何其他合适类型的游戏。 我们早期的贝叶斯评分系统在Xbox Live(商标)中实施,目前以商品名TrueSkill(商标)进行商业化销售。 这里我们基于我们早期的工作,并使用一种新的计算方法来使处理时间显着减少。 消息传递技术适于使得即使在多个玩家的多个团队的情况下也能够快速获得更新的技能信息的计算。
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公开(公告)号:US20080004096A1
公开(公告)日:2008-01-03
申请号:US11421913
申请日:2006-06-02
申请人: Thore K. H. Graepel , Ralf Herbrich , David Stern
发明人: Thore K. H. Graepel , Ralf Herbrich , David Stern
IPC分类号: A63F9/24
摘要: We describe an apparatus for learning to predict moves in games such as chess, Go and the like, from historical game records. We obtain a probability distribution over legal moves in a given board configuration. This enables us to provide an automated game playing system, a training tool for players and a move selector/sorter for input to a game tree search system. We use a pattern extraction system to select patterns from historical game records. Our learning algorithm learns a distribution over the values of a move given a board position based on local pattern context. In another embodiment we use an Independent Bernoulli model whereby we assume each moved is played independently of other available moves.
摘要翻译: 我们描述一种从历史游戏记录中学习来预测诸如象棋,Go等游戏中的移动的装置。 在给定的电路板配置中,我们获得了合法移动的概率分布。 这使我们能够提供一种自动游戏系统,用于玩家的训练工具和用于输入到游戏树搜索系统的移动选择器/分选器。 我们使用模式提取系统从历史游戏记录中选择模式。 我们的学习算法基于局部模式上下文学习一个给定一个董事会职位的动作值的分布。 在另一个实施例中,我们使用独立的伯努利模型,由此我们假设每个移动都是独立于其他可用移动进行的。
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公开(公告)号:US20070112706A1
公开(公告)日:2007-05-17
申请号:US11607482
申请日:2006-11-30
申请人: Ralf Herbrich , Thore Graepel
发明人: Ralf Herbrich , Thore Graepel
IPC分类号: G06F15/18
CPC分类号: G07F17/3274 , G07F17/32
摘要: A skill scoring frameworks allows for handicapping an individual game player in a gaming environment in preparation of matching the game player with other game players, whether for building teams or assigning competitors, or both. By introducing handicapping into the skill scoring framework, a highly skilled player may select one or more game characteristics (e.g., a less than optimal racing vehicle, reduced character capabilities, etc.) and therefore be assigned a handicap that allows the player to be matched with lower skilled players for competitive game play. Handicaps may apply positively or negatively a player's skill score during the matching stage. Handicaps may also be updated based on the game outcomes of the game play in which they were applied.
摘要翻译: 技能评分框架允许在游戏环境中妨碍个人游戏玩家,以准备将游戏玩家与其他游戏玩家相匹配,无论是建立团队还是分配竞争对手,或两者兼有。 通过在技能评分框架中引入障碍,高技能玩家可以选择一个或多个游戏特征(例如,不太优化的赛车,减少的角色能力等),并且因此被分配允许玩家匹配的障碍 与较低技术的玩家竞争游戏。 障碍可能在比赛阶段积极或消极地运用玩家的技能得分。 还可以根据应用游戏结果的游戏结果更新障碍。
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公开(公告)号:US07096208B2
公开(公告)日:2006-08-22
申请号:US10167524
申请日:2002-06-10
申请人: Hugo Zaragoza , Ralf Herbrich
发明人: Hugo Zaragoza , Ralf Herbrich
IPC分类号: G06F15/18
CPC分类号: G06N3/08 , G06K9/6284
摘要: A modified large margin perceptron learning algorithm (LMPLA) uses asymmetric margin variables for relevant training documents (i.e., referred to as “positive examples”) and non-relevant training documents (i.e., referred to as “negative examples”) to accommodate biased training sets. In addition, positive examples are initialized to force at least one update to the initial weighting vector. A noise parameter is also introduced to force convergence of the algorithm.
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