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Titlebook: Disruptive Technologies in Media, Arts and Design; A Collection of Inno Alexiei Dingli,Alexander Pfeiffer,Stephen Bezzina Conference procee

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11#
發(fā)表于 2025-3-23 13:19:09 | 只看該作者
12#
發(fā)表于 2025-3-23 14:27:55 | 只看該作者
Exploring Reinforcement Learning: A?Case Study Applied to?the?Popular Snake Gameecision based on the accumulated information. In this research, we investigate the applicability of various reinforcement learning techniques for Snake, a video game popular on the Nokia 3310 mobile phone. Q-Learning (Quality-Learning), SARSA (State-Action Reward State-Action) and PPO (Proximal Poli
13#
發(fā)表于 2025-3-23 19:24:23 | 只看該作者
An Approach Towards Architecture-Independent Output for Generative Networks: Texturing Aerial Town Meld have led to high-quality results being achieved, but the computational requirements for matching these results have increased, making high-end methods unattainable by researchers with more limited equipment working on domains where pre-trained models for transfer learning are not available. A ne
14#
發(fā)表于 2025-3-24 01:48:12 | 只看該作者
https://doi.org/10.1007/978-3-642-11273-7 what it is written to do over a network of decentralised systems. This enables for decentralised (and centralised) organisations to define rules for particular operations, or even for the entire organisations’ decision-making processes. The rules, decision making processes and ability to alter both
15#
發(fā)表于 2025-3-24 02:54:44 | 只看該作者
https://doi.org/10.1007/978-3-642-11273-7rban infrastructure has proven to be a viable solution, but its proper identification can be challenging, especially for smaller and unconventional sources. Our project relies on the principles of gamification enhanced by a blockchain based token system and crowdsourcing as methods to collect and ut
16#
發(fā)表于 2025-3-24 07:47:37 | 只看該作者
17#
發(fā)表于 2025-3-24 11:42:11 | 只看該作者
The Disintegration of the American Empiressed in digital games. This technology is not only discussed, but also actively implemented in the educational sector, for example, in such projects as “Blockcerts”. Typical applications are issuing certificates and their validation by using a one-way hash; more creative uses of blockchain beyond tha
18#
發(fā)表于 2025-3-24 15:53:02 | 只看該作者
https://doi.org/10.1007/978-1-349-05446-6gest that cryptogaming is a field that drives forward the development of blockchain applications. Games require continuous interest, added value through interaction, and sufficient content in order to stay viable as a business model. They therefore challenge the ways in which we commonly view blockc
19#
發(fā)表于 2025-3-24 20:59:39 | 只看該作者
20#
發(fā)表于 2025-3-25 02:27:07 | 只看該作者
The Colonial Experience in French Fictioncluding computer games. Smart-contract platforms like Ethereum are a popular choice for developers of blockchain games. However, due to their architecture they are unsuitable for complex on-chain computations, as those would lead to unfeasibly high gas costs. Consequently, most blockchain games toda
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