Michael J. Crowe 1970-01-01
Takao Hayashi 1970-01-01
Backward induction 1970-01-01
Bayesian efficiency 1970-01-01
Bertrand paradox (economics) 1970-01-01
Bertrand–Edgeworth model 1970-01-01
Transferable utility 1970-01-01
Two-level game theory 1970-01-01
Uncorrelated asymmetry 1970-01-01
Waldegrave problem 1970-01-01
Geometers 1970-01-01
"Geometers" generally refers to mathematicians or individuals who specialize in geometry, a branch of mathematics that studies the properties and relationships of points, lines, surfaces, and shapes in space. Geometers may work on various topics such as Euclidean and non-Euclidean geometry, topology, differential geometry, and computational geometry, among others. They may also apply geometric principles in fields like physics, engineering, computer science, and architecture.
Geometry education 1970-01-01
Geometry education refers to the teaching and learning of geometry, a branch of mathematics that deals with the properties, measurements, and relationships of points, lines, angles, surfaces, and solids. Geometry is an essential component of the broader mathematics curriculum and is typically introduced in elementary school, continuing through secondary and even higher education. Key aspects of geometry education include: 1. **Conceptual Understanding**: Students learn basic geometric concepts such as points, lines, planes, angles, and shapes.
Geometry in computer vision 1970-01-01
Geometry in computer vision refers to the study and application of geometric principles to understand, interpret, and manipulate visual data captured from the real world. It plays a crucial role in various tasks and algorithms that involve shape, position, and the three-dimensional structure of objects. Here are some key aspects of how geometry is applied in computer vision: 1. **Image Formation**: Geometry helps in understanding how a three-dimensional scene is projected onto a two-dimensional image sensor. This includes knowledge about camera models (e.
Translation (geometry) 1970-01-01
In geometry, translation refers to a type of transformation that moves every point of a figure or object a constant distance in a specified direction. This motion is uniform, meaning that all points move the same distance and in the same direction, resulting in a shape that is congruent to the original. Key characteristics of translation include: 1. **Vector Representation**: A translation can be represented using a vector, which indicates the direction and distance of the movement.
Space 1970-01-01
Space refers to the vast, seemingly infinite expanse that exists beyond the Earth's atmosphere, encompassing all celestial bodies, such as stars, planets, moons, asteroids, comets, and galaxies, as well as the vacuum between them. It is characterized by a near absence of matter, extremely low temperatures, and a lack of atmosphere, which results in many unique physical phenomena, including microgravity and cosmic radiation.
600-cell 1970-01-01
Ambient space (mathematics) 1970-01-01
Machine learning in video games 1970-01-01
Machine learning (ML) in video games refers to the application of machine learning techniques to various aspects of game design, development, and user experience. By leveraging algorithms that can learn from data, game developers can create more dynamic, immersive, and responsive gaming experiences. Here are some key areas where machine learning is used in video games: 1. **Non-Player Character (NPC) Behavior**: ML can be used to develop more sophisticated and realistic NPCs that adapt to player actions and strategies.
Transposition table 1970-01-01
A transposition table is a data structure used in the field of computer science, particularly in artificial intelligence and game-playing algorithms, to optimize the performance of search algorithms such as those used in chess engines, Go programs, and other combinatorial games. The main purpose of a transposition table is to store previously computed results of game positions to avoid redundant calculations and speed up the search process. ### How Transposition Tables Work 1.
Projective geometry 1970-01-01
Projective geometry is a branch of mathematics that studies the properties and relationships of geometric objects that are invariant under projection. It is particularly concerned with the properties of figures that remain unchanged when viewed from different perspectives, making it a fundamental area in both pure mathematics and applications such as computer graphics and art.