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  2. The Elder Scrolls Online - Wikipedia

    en.wikipedia.org/wiki/The_Elder_Scrolls_Online

    The Elder Scrolls Online had been in development for seven years before its release in 2014. [2] It was the first project from ZeniMax Online Studios, which was formed in 2007 as a subsidiary of ZeniMax Media. Matt Firor, studio lead at ZeniMax Online, served as director of The Elder Scrolls Online. [3]

  3. List of The Elder Scrolls video games - Wikipedia

    en.wikipedia.org/wiki/List_of_The_Elder_Scrolls...

    The Elder Scrolls Online, a massively multiplayer role-playing video game developed by ZeniMax Online Studios, was announced on May 3, 2012. [6] The game is the first open-ended multiplayer installment of the franchise, and most of the continent of Tamriel is playable in the game.

  4. The Elder Scrolls - Wikipedia

    en.wikipedia.org/wiki/The_Elder_Scrolls

    The Elder Scrolls Online serves as a prequel to the Third Empire storyline, taking place in the middle of a 600-year interregnum between the Second and Third Cyrodiilic Empires. The initial game follows the player, who has been sacrificed by followers of the Daedric prince Molag Bal, as they manage to return to the mortal plane with the help of ...

  5. Constructing skill trees - Wikipedia

    en.wikipedia.org/wiki/Constructing_skill_trees

    Constructing skill trees (CST) is a hierarchical reinforcement learning algorithm which can build skill trees from a set of sample solution trajectories obtained from demonstration. CST uses an incremental MAP ( maximum a posteriori ) change point detection algorithm to segment each demonstration trajectory into skills and integrate the results ...

  6. Behavior tree (artificial intelligence, robotics and control)

    en.wikipedia.org/wiki/Behavior_tree_(artificial...

    [15] [5] Event-driven behavior trees solved some scalability issues of classical behavior trees by changing how the tree internally handles its execution, and by introducing a new type of node that can react to events and abort running nodes. Nowadays, the concept of event-driven behavior tree is a standard and used in most of the ...

  7. Technology tree - Wikipedia

    en.wikipedia.org/wiki/Technology_tree

    Tech trees started showing up in turn-based strategy games in the early 1990s [citation needed]. The 1991 video game Mega Lo Mania had a tech tree with a system of research levels/epochs that allowed the deployment of better units and defences and is considered to be the first game to combine a technology tree into a Real-time strategy game.

  8. Game tree - Wikipedia

    en.wikipedia.org/wiki/Game_tree

    Whereas a deterministic version of solving game trees can be done in Ο(n), the following randomized algorithm has an expected run time of θ(n 0.792) if every node in the game tree has degree 2. Moreover, it is practical because randomized algorithms are capable of "foiling an enemy", meaning an opponent cannot beat the system of game trees by ...

  9. Real-time strategy - Wikipedia

    en.wikipedia.org/wiki/Real-time_strategy

    One of the most infamous versions of a rush is the "Zergling rush" from the real-time strategy game StarCraft, where the Zerg player would morph one of their starting workers (or the first one produced) into a spawning pool immediately and use all of their resources to produce Zerglings, attacking once they have enough to overwhelm any early ...