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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:US07713117B2
公开(公告)日:2010-05-11
申请号:US11532452
申请日:2006-09-15
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: Scoring a board configuration for a territory board game is often not straightforward and yet there is a desire to determine such scores quickly and accurately. For example, in the game of GO, determining the score at the end of the game involves assessing whether stones on the board are alive or dead which is a difficult judgment. Given a board configuration, the game is played by a scoring system to obtain a terminal board configuration. This is repeated to obtain a plurality of terminal board configurations from which an assessment can be made as to how likely each board position is to be won by a particular player at the end of the game. The scoring system obtains the terminal board configurations by playing random moves or by making a biased sampling of moves. The biased sampling is made using an evaluation function or in any suitable way. In the game of GO, seki positions are quickly and easily identified. An automated game playing system uses the output of the scoring system to assess when to offer to end a game. The output of the scoring system can also be used to provide hints to players during a game.
摘要翻译: 为领土板游戏评分板块配置通常并不简单,但是希望快速,准确地确定这些分数。 例如,在GO游戏中,确定游戏结束时的分数包括评估板上的石头是活着还是死亡,这是一个困难的判断。 给定一个电路板配置,该游戏由得分系统进行,以获得一个终端板配置。 这是重复的,以获得多个终端板配置,从该终端板配置可以评估在游戏结束时由特定玩家赢得每个板位置的可能性。 评分系统通过播放随机动作或通过偏移采样来获得终端板配置。 使用评估函数或以任何合适的方式进行偏置采样。 在GO的游戏中,seki的位置很容易被识别。 自动游戏系统使用评分系统的输出来评估何时提供结束游戏。 评分系统的输出也可用于在游戏过程中向玩家提供提示。
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公开(公告)号:US07647289B2
公开(公告)日:2010-01-12
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
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:US07376474B2
公开(公告)日:2008-05-20
申请号:US11276184
申请日:2006-02-16
申请人: Thore K H Graepel , Ralf Herbrich
发明人: Thore K H Graepel , Ralf Herbrich
IPC分类号: G06F19/00
摘要: Players in a gaming environment, particularly, electronic on-line gaming environments, may be scored relative to each other or to a predetermined scoring system. The scoring of each player may be based on the outcomes of games between players who compete against each other in one or more teams of one or more players. Each player's score may be represented as a distribution over potential scores which may indicate a confidence level in the distribution representing the player's score. The score distribution for each player may be modeled with a Gaussian distribution and may be determined through a Bayesian inference algorithm. The scoring may be used to track a player's progress and/or standing within the gaming environment, used in a leaderboard indication of rank, and/or may be used to match players with each other in a future game.
摘要翻译: 在游戏环境中,特别是电子在线游戏环境中的玩家可以相对于彼此或预定的评分系统进行打分。 每个玩家的得分可以基于在一个或多个玩家的一个或多个队中彼此竞争的玩家之间的游戏的结果。 每个玩家的得分可以表示为潜在分数的分布,其可以指示表示玩家得分的分布中的置信水平。 每个玩家的得分分布可以用高斯分布来建模,并且可以通过贝叶斯推理算法来确定。 评分可以用于跟踪玩家在排行榜中使用的游戏环境中的进展和/或站立,并且/或可以用于在未来的游戏中将玩家彼此匹配。
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公开(公告)号:US07050868B1
公开(公告)日:2006-05-23
申请号:US11041752
申请日:2005-01-24
申请人: Thore K H Graepel , Ralf Herbrich
发明人: Thore K H Graepel , Ralf Herbrich
IPC分类号: G06F19/00
摘要: Players in a gaming environment, particularly, electronic on-line gaming environments, may be scored relative to each other or to a predetermined scoring system. The scoring of each player may be based on the outcomes of games between players who compete against each other in one or more teams of one or more players. Each player's score may be represented as a distribution over potential scores which may indicate a confidence level in the distribution representing the player's score. The score distribution for each player may be modeled with a Gaussian distribution and may be determined through a Bayesian inference algorithm. The scoring may be used to track a player's progress and/or standing within the gaming environment, used in a leaderboard indication of rank, and/or may be used to match players with each other in a future game.
摘要翻译: 在游戏环境中,特别是电子在线游戏环境中的玩家可以相对于彼此或预定的评分系统进行打分。 每个玩家的得分可以基于在一个或多个玩家的一个或多个队中彼此竞争的玩家之间的游戏的结果。 每个玩家的得分可以表示为潜在分数的分布,其可以指示表示玩家得分的分布中的置信水平。 每个玩家的得分分布可以用高斯分布来建模,并且可以通过贝叶斯推理算法来确定。 评分可以用于跟踪玩家在排行榜中使用的游戏环境中的进展和/或站立,并且/或可以用于在未来的游戏中将玩家彼此匹配。
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公开(公告)号:US08094928B2
公开(公告)日:2012-01-10
申请号:US11272950
申请日:2005-11-14
申请人: Thore K H Graepel , Andrew Blake , Ralf Herbrich
发明人: Thore K H Graepel , Andrew Blake , Ralf Herbrich
CPC分类号: H04N13/239 , A63F13/213 , A63F2300/1093 , G06K9/00355 , G06T7/593 , G06T15/00 , G06T2207/10012 , H04N13/207
摘要: A real-time stereo video signal of a captured scene with a physical foreground object and a physical background is received. In real-time, a foreground/background separation algorithm is used on the real-time stereo video signal to identify pixels from the stereo video signal that represent the physical foreground object. A video sequence is produced by rendering a 3d virtual reality based on the identified pixels of the physical foreground object.
摘要翻译: 接收具有物理前景对象和物理背景的捕获场景的实时立体视频信号。 实时地,在实时立体视频信号上使用前景/背景分离算法来识别来自表示物理前景对象的立体视频信号的像素。 通过基于所识别的物理前景对象的像素渲染3d虚拟现实来产生视频序列。
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公开(公告)号:US08583266B2
公开(公告)日:2013-11-12
申请号:US13412509
申请日:2012-03-05
申请人: Ralf Herbrich , Thore K. H. Graepel
发明人: Ralf Herbrich , Thore K. H. Graepel
IPC分类号: A63F9/24
CPC分类号: A63F11/0051
摘要: Skill scores represent a ranking or other indication of the skill of the player based on the outcome of the game in a gaming environment. Skills scores can be used in matching compatible players on the same team and matching opposing players or teams to obtain an evenly-matched competition. An initial skill score of a player in a new gaming environment may be based in whole or in part on the skill score of that player in another game environment. The influence that the skill scores for these other game environments may have in the skill score seeding for the new game environment may be weighted based on a defined compatibility factor with the new game environment. The compatibility factor can be determined based on a game-to-game basis, compatible categories or features, game developer defined parameters, or any combination of considerations.
摘要翻译: 技能分数表示基于游戏环境中的游戏结果的玩家的技能的排名或其他指示。 技能分数可用于匹配同一队伍中的兼容玩家,并匹配对手的球员或球队获得均匀匹配的比赛。 新游戏环境中的玩家的初始技能得分可以全部或部分地基于该玩家在另一游戏环境中的技能得分。 可以基于与新的游戏环境的定义的兼容性因素来加权这些其他游戏环境的技能得分对于新游戏环境的技能得分的影响。 兼容性因素可以基于游戏到游戏的基础,兼容的类别或特征,游戏开发者定义的参数或任何考虑的组合来确定。
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公开(公告)号:US08538910B2
公开(公告)日:2013-09-17
申请号:US12278387
申请日:2007-01-16
申请人: Thomas Minka , Thore K H Graepel , Ralf Herbrich
发明人: Thomas Minka , Thore K H Graepel , Ralf Herbrich
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:US08175726B2
公开(公告)日:2012-05-08
申请号:US11540195
申请日:2006-09-29
申请人: Ralf Herbrich , Thore K. H. Graepel
发明人: Ralf Herbrich , Thore K. H. Graepel
IPC分类号: G06F19/00
CPC分类号: A63F11/0051
摘要: Skill scores represent a ranking or other indication of the skill of the player based on the outcome of the game in a gaming environment. Skills scores can be used in matching compatible players on the same team and matching opposing players or teams to obtain an evenly-matched competition. An initial skill score of a player in a new gaming environment may be based in whole or in part on the skill score of that player in another game environment. The influence that the skill scores for these other game environments may have in the skill score seeding for the new game environment may be weighted based on a defined compatibility factor with the new game environment. The compatibility factor can be determined based on a game-to-game basis, compatible categories or features, game developer defined parameters, or any combination of considerations.
摘要翻译: 技能分数表示基于游戏环境中的游戏结果的玩家的技能的排名或其他指示。 技能分数可用于匹配同一队伍中的兼容玩家,并匹配对手的球员或球队获得均匀匹配的比赛。 新游戏环境中的玩家的初始技能得分可以全部或部分地基于该玩家在另一游戏环境中的技能得分。 可以基于与新的游戏环境的定义的兼容性因素来加权这些其他游戏环境的技能得分对于新游戏环境的技能得分的影响。 兼容性因素可以基于游戏到游戏的基础,兼容的类别或特征,游戏开发者定义的参数或任何考虑的组合来确定。
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公开(公告)号:US07702482B2
公开(公告)日:2010-04-20
申请号:US11027188
申请日:2004-12-30
IPC分类号: G06F17/18
CPC分类号: G06F11/3452 , G06F11/3419 , G06F11/3495 , G06F2201/835
摘要: Based on the time series data from multiple components, the systems administrator or other managing entity may desire to find the temporal dependencies between the different time series data over time. For example, based on actions indicated in time series data from two or more servers in a server network, a dependency structure may be determined which indicates a parent/child or dependent relationship between the two or more servers. In some cases, it may also be beneficial to predict the state of a child component, and/or predict the average time to a state change or event of a child component based on the parent time series data. These determinations and predications may reflect the logical connections between actions of components. The relationships and/or predictions may be expressed graphically and/or in terms of a probability distribution.
摘要翻译: 基于来自多个组件的时间序列数据,系统管理员或其他管理实体可能希望随着时间的推移找到不同时间序列数据之间的时间依赖关系。 例如,基于来自服务器网络中的两个或多个服务器的时间序列数据中指示的动作,可以确定依赖结构,其指示两个或多个服务器之间的父/子或依赖关系。 在某些情况下,基于父时间序列数据预测子组件的状态和/或预测子组件的状态改变或事件的平均时间也可能是有益的。 这些确定和预测可能反映组件的动作之间的逻辑连接。 关系和/或预测可以以图形和/或以概率分布来表示。
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