heuristic learning

  • 81Dynamic game difficulty balancing — Dynamic game difficulty balancing, also known as dynamic difficulty adjustment (DDA) or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios and behaviors in a video game in real time, based on the player s …

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  • 82Uncertainty principle — In quantum physics, the Heisenberg uncertainty principle states that locating a particle in a small region of space makes the momentum of the particle uncertain; and conversely, that measuring the momentum of a particle precisely makes the… …

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  • 83Attitude (psychology) — Attitude is a hypothetical construct that represents an individual s like or dislike for an item. Attitudes are positive, negative or neutral views of an attitude object : i.e. a person, behaviour or event. People can also be ambivalent towards a …

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  • 84Beam search — is a heuristic search algorithm that is an optimization of best first search that reduces its memory requirement. Best first search is a graph search which orders all partial solutions (states) according to some heuristic which attempts to… …

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  • 85K-means algorithm — The k means algorithm is an algorithm to cluster n objects based on attributes into k partitions, k < n. It is similar to the expectation maximization algorithm for mixtures of Gaussians in that they both attempt to find the centers of natural&#8230; …

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  • 86Social psychology (psychology) — Social psychology is the scientific study of how people s thoughts, feelings, and behaviors are influenced by the actual, imagined, or implied presence of others (Allport, 1985). By this definition, scientific refers to the empirical method of&#8230; …

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  • 87Feedforward neural network — A feedforward neural network is an artificial neural network where connections between the units do not form a directed cycle. This is different from recurrent neural networks.The feedforward neural network was the first and arguably simplest&#8230; …

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  • 88Dynamic game balancing — (DGB) is the process of automatically changing parameters, scenarios and behaviors in a video game in order to avoid a player becoming bored or frustrated with the game. In one extreme, the player may become bored because the game is too easy. In …

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  • 89Community of inquiry — A community of inquiry is the social and educational context that leads to “questioning, reasoning, connecting, deliberating, challenging, and developing problem solving techniques” as described by Matthew Lipman (2003). Lipman (2003, p. 20)&#8230; …

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  • 90Dopamine — For other uses, see Dopamine (disambiguation). Dopamine …

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