AIMC Topic: Video Games

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Deep Learning-Based ADHD and ADHD-RISK Classification Technology through the Recognition of Children's Abnormal Behaviors during the Robot-Led ADHD Screening Game.

Sensors (Basel, Switzerland)
Although attention deficit hyperactivity disorder (ADHD) in children is rising worldwide, fewer studies have focused on screening than on the treatment of ADHD. Most previous similar ADHD classification studies classified only ADHD and normal classes...

Mastering the game of Stratego with model-free multiagent reinforcement learning.

Science (New York, N.Y.)
We introduce DeepNash, an autonomous agent that plays the imperfect information game Stratego at a human expert level. Stratego is one of the few iconic board games that artificial intelligence (AI) has not yet mastered. It is a game characterized by...

Human-level play in the game of by combining language models with strategic reasoning.

Science (New York, N.Y.)
Despite much progress in training artificial intelligence (AI) systems to imitate human language, building agents that use language to communicate intentionally with humans in interactive environments remains a major challenge. We introduce Cicero, t...

Obesity and individual performance: the case of eSports.

International journal of obesity (2005)
BACKGROUND/OBJECTIVES: The study considers the problem of the inclusion of people with obesity in the context of the growing role of computer-based work. Negative stereotypes about people with obesity still hold even when they are irrelevant in tasks...

n-Player Stochastic Duel Game Model with Applied Deep Learning and Its Modern Implications.

Sensors (Basel, Switzerland)
This paper provides a conceptual foundation for stochastic duels and contains a further study of the game models based on the theory of stochastic duels. Some other combat assessment techniques are looked upon briefly; a modern outlook on the applica...

Outracing champion Gran Turismo drivers with deep reinforcement learning.

Nature
Many potential applications of artificial intelligence involve making real-time decisions in physical systems while interacting with humans. Automobile racing represents an extreme example of these conditions; drivers must execute complex tactical ma...

The Effect of Robot-Mediated Virtual Reality Gaming on Upper Limb Spasticity Poststroke: A Randomized-Controlled Trial.

Games for health journal
Stroke is a common reason for motor disability and is often associated with spasticity and poor motor function of the upper limbs involved. Spasticity management is important to accelerate motor recovery. The objective of this study was to investiga...

Getting into a "Flow" state: a systematic review of flow experience in neurological diseases.

Journal of neuroengineering and rehabilitation
BACKGROUND: Flow is a subjective psychological state that people report when they are fully involved in an activity to the point of forgetting time and their surrounding except the activity itself. Being in flow during physical/cognitive rehabilitati...

HoMEcare aRm rehabiLItatioN (MERLIN): telerehabilitation using an unactuated device based on serious games improves the upper limb function in chronic stroke.

Journal of neuroengineering and rehabilitation
BACKGROUND: HoMEcare aRm rehabiLItatioN (MERLIN) is an unactuated version of the robotic device ArmAssist combined with a telecare platform. Stroke patients are able to train the upper limb function using serious games at home. The aim of this study ...