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Found 3 translations.
Name | Current message text |
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h English (en) | Several important works (Ha & Schmidhuber, [https://arxiv.org/html/2408.14837v1#bib.bib10 2018]; Kim et al., [https://arxiv.org/html/2408.14837v1#bib.bib16 2020]; Bruce et al., [https://arxiv.org/html/2408.14837v1#bib.bib7 2024]) (see Section [https://arxiv.org/html/2408.14837v1#S6 6]) simulate interactive video games with neural models. Nevertheless, most of these approaches are limited in respect to the complexity of the simulated games, simulation speed, stability over long time periods, or visual quality (see Figure [https://arxiv.org/html/2408.14837v1#S1.F2 2]). It is therefore natural to ask: |
h Spanish (es) | Varios trabajos importantes (Ha & Schmidhuber, [https://arxiv.org/html/2408.14837v1#bib.bib10 2018]; Kim et al., [https://arxiv.org/html/2408.14837v1#bib.bib16 2020]; Bruce et al., [https://arxiv.org/html/2408.14837v1#bib.bib7 2024]) (véase la Sección [https://arxiv.org/html/2408.14837v1#S6 6]) simulan videojuegos interactivos con modelos neuronales. Sin embargo, la mayoría de estos enfoques están limitados en cuanto a la complejidad de los juegos simulados, la velocidad de simulación, la estabilidad a lo largo de largos períodos de tiempo o la calidad visual (véase la Figura [https://arxiv.org/html/2408.14837v1#S1.F2 2]). Por lo tanto, es natural preguntarse: |
h Chinese (zh) | 有几项重要研究(Ha & Schmidhuber,[https://arxiv.org/html/2408.14837v1#bib.bib10 2018];Kim 等人,[https://arxiv.org/html/2408.14837v1#bib.bib16 2020];Bruce 等人,[https://arxiv.org/html/2408.14837v1#bib.bib7 2024])(见第[https://arxiv.org/html/2408.14837v1#S6 6]节)使用神经模型来模拟交互式视频游戏。然而,这些方法大多在模拟游戏的复杂性、仿真速度、长时间的稳定性或视觉质量等方面存在局限性(见图[https://arxiv.org/html/2408.14837v1#S1.F2 2])。因此,自然而然地会问: |