Development of a gaze-and-touch algorithm for a tabletop Hyakunin-Isshu game with a computer opponent.
Michiya YamamotoMunehiro KomedaTakashi NagamatsuTomio WatanabePublished in: RO-MAN (2012)
Keyphrases
- detection algorithm
- learning algorithm
- experimental evaluation
- particle swarm optimization
- worst case
- dynamic programming
- significant improvement
- objective function
- computational cost
- search space
- optimal solution
- optimization algorithm
- similarity measure
- recognition algorithm
- cost function
- np hard
- genetic algorithm
- segmentation algorithm
- matching algorithm
- game development