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- 3Scripting language
- 2Ambient behavior
- 2Bioinformatics
- 2Collaborative behavior
- 2Computer games
- 4Educational Psychology, Department of
- 4Educational Psychology, Department of/Journal Articles (Educational Psychology)
- 3Computing Science, Department of
- 3Computing Science, Department of/Technical Reports (Computing Science)
- 1Biological Sciences, Department of
- 1Biological Sciences, Department of/Journal Articles (Biological Sciences)
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2003
Greiner, Russ, Poulin, B., Lu, Paul, Anvik, J., Lu, Z., Macdonell, Cam, Wishart, David, Eisner, Roman, Szafron, Duane
Technical report TR03-09. Naive Bayes classifiers, a popular tool for predicting the labels of query instances, are typically learned from a training set. However, since many training sets contain noisy data, a classifier user may be reluctant to blindly trust a predicted label. We present a...
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2006
Onuczko, Curtis, Schaeffer, Jonathan, Cutumisu, Maria, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Szafron, Duane
To compete in today's market, companies that develop computer role-playing games (CRPGs) must quickly and reliably create realistic, engaging game stories. Indeed, intricate storylines and realism that goes beyond graphics have become major product differentiators. To establish both, it's...
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2006
Cutumisu, Maria, Szafron, Duane, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Schaeffer, Jonathan, Onuczko, Curtis
Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hundreds or thousands of NPCs in the game world. The challenge is to create entertaining and non-repetitive behaviors...
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2008
Schaeffer, Jonathan, Cutumisu, Maria, Waugh, Kevin, Siegel, Jeff, Szafron, Duane, Schumacher, Allan, Duff, Harvey, Gillis, Stephanie, Carbonaro, Mike, Onuczko, Curtis
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than...
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2003
Greiner, Russell, Wishart, David, Eisner, Roman, Lu, Z., Lu, Paul, Macdonell, Cam, Poulin, B., Szafron, Duane, Anvik, J.
Technical report TR03-14. Identifying the destination or localization of proteins is key to understanding their function and facilitating their purification. A number of existing computational prediction methods are based on sequence analysis. However, these methods are limited in scope, accuracy...
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Proteome Analyst - Transparent High-throughput Protein Annotation: Function, Localization and Custom Predictors
Download2003
Lu, Z., Eisner, Roman, Lu, Paul, Macdonell, Cam, Szafron, Duane, Greiner, Russell, Poulin, B., Wishart, David, Anvik, J., Habibi-Nazhad, B.
Technical report TR03-05. Modern sequencing technology now permits the sequencing of entire genomes, leading to thousands of new gene sequences in need of detailed annotation. It is too time consuming to predict the properties of each protein sequence manually and to organize the results of many...
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2007
Schaeffer, Jonathan, Siegel, Jeff, Duff, Harvey, Schumacher, Allan, Roy, Thomas, Gillis, Stephanie, Onuczko, Curtis, McNaughton, Matthew, Carbonaro, Mike, Waugh, Kevin, Szafron, Duane, Cutumisu, Maria
The traditional approach to implementing interactions between a player character (PC) and objects in computer games is to write scripts in a procedural scripting language. These scripts are usually so complex that they must be written by a computer programmer rather than by the author of the game...