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    • 52. 发明授权
    • Managing a portfolio of experts
    • 管理专家组合
    • US08433660B2
    • 2013-04-30
    • US12628421
    • 2009-12-01
    • David SternHorst Cornelius SamulowitzRalf HerbrichThore Graepel
    • David SternHorst Cornelius SamulowitzRalf HerbrichThore Graepel
    • G06F15/18G06F17/00G06F5/00G06F15/00G06E1/00G06E3/00G06G7/00
    • G06N5/04G06Q10/00
    • Managing a portfolio of experts is described where the experts may be for example, automated experts or human experts. In an embodiment a selection engine selects an expert from a portfolio of experts and assigns the expert to a specified task. For example, the selection engine has a Bayesian machine learning system which is iteratively updated each time an experts performance on a task is observed. For example, sparsely active binary task and expert feature vectors are input to the selection engine which maps those feature vectors to a multi-dimensional trait space using a mapping learnt by the machine learning system. In examples, an inner product of the mapped vectors gives an estimate of a probability distribution over expert performance. In an embodiment the experts are automated problem solvers and the task is a hard combinatorial problem such as a constraint satisfaction problem or combinatorial auction.
    • 描述专家组合的描述,专家可能是例如,自动化专家或人类专家。 在一个实施例中,选择引擎从专家组合中选择专家,并将专家分配给指定的任务。 例如,选择引擎具有贝叶斯机器学习系统,每当观察到任务上的专家表现时,该学习系统被迭代地更新。 例如,将稀疏活动的二进制任务和专家特征向量输入到使用机器学习系统学习的映射将这些特征向量映射到多维特征空间的选择引擎。 在示例中,映射向量的内积给出了对专家性能的概率分布的估计。 在一个实施例中,专家是自动化问题解决者,并且任务是诸如约束满足问题或组合拍卖之类的硬组合问题。
    • 53. 发明申请
    • SEEDING IN A SKILL SCORING FRAMEWORK
    • 在一个技能评分框架中
    • US20120221129A1
    • 2012-08-30
    • US13412509
    • 2012-03-05
    • Ralf HerbrichThore K.H. Graepel
    • Ralf HerbrichThore K.H. Graepel
    • G06F19/00
    • A63F11/0051
    • Skill scores represent a ranking or other indication of the skill of the player based on the outcome of the game in a gaming environment. Skills scores can be used in matching compatible players on the same team and matching opposing players or teams to obtain an evenly-matched competition. An initial skill score of a player in a new gaming environment may be based in whole or in part on the skill score of that player in another game environment. The influence that the skill scores for these other game environments may have in the skill score seeding for the new game environment may be weighted based on a defined compatibility factor with the new game environment. The compatibility factor can be determined based on a game-to-game basis, compatible categories or features, game developer defined parameters, or any combination of considerations.
    • 技能分数表示基于游戏环境中的游戏结果的玩家的技能的排名或其他指示。 技能分数可用于匹配同一队伍中的兼容玩家,并匹配对手的球员或球队获得均匀匹配的比赛。 新游戏环境中的玩家的初始技能得分可以全部或部分地基于该玩家在另一游戏环境中的技能得分。 可以基于与新的游戏环境的定义的兼容性因素来加权这些其他游戏环境的技能得分对于新游戏环境的技能得分的影响。 兼容性因素可以基于游戏到游戏的基础,兼容的类别或特征,游戏开发者定义的参数或任何考虑的组合来确定。
    • 54. 发明申请
    • Publishing Commercial Information in a Social Network
    • 在社交网络中发布商业信息
    • US20120089446A1
    • 2012-04-12
    • US12899566
    • 2010-10-07
    • Anoop GuptaThore GraepelRalf Herbrich
    • Anoop GuptaThore GraepelRalf Herbrich
    • G06Q30/00
    • G06Q30/0208G06Q30/0601G06Q50/01
    • A publishing engine captures commercial information associated with a first user and automatically notifies other users in the first user's social network of this commercial information. The first user authorizes an e-commerce system to access his or her social network and to publish commercial information about the first user's commercial activity (e.g., a purchase or other commercial transaction) to users in the social network. By this automated notification, the notified users in the first user's social network can learn that the first user has completed a commercial transaction pertaining to a particular product or service. If a notified user is interested in a similar product or service, he or she can contact the first user to inquire about the first user's experience and information with the product or service.
    • 发布引擎捕获与第一用户相关联的商业信息,并自动通知第一用户的社交网络中的其他用户该商业信息。 第一个用户授权电子商务系统访问他或她的社交网络,并且向社交网络中的用户发布关于第一用户的商业活动(例如,购买或其他商业交易)的商业信息。 通过该自动通知,第一用户社交网络中通知的用户可以知道第一用户已经完成了与特定产品或服务有关的商业交易。 如果通知用户对类似的产品或服务感兴趣,他或她可以联系第一个用户以查询第一个用户的体验和产品或服务的信息。
    • 56. 发明授权
    • Scoring system for games
    • 游戏评分系统
    • US07713117B2
    • 2010-05-11
    • US11532452
    • 2006-09-15
    • Thore K. H. GraepelRalf HerbrichDavid Stern
    • Thore K. H. GraepelRalf HerbrichDavid Stern
    • A63F9/24
    • A63F3/022A63F3/04G09B19/22
    • Scoring a board configuration for a territory board game is often not straightforward and yet there is a desire to determine such scores quickly and accurately. For example, in the game of GO, determining the score at the end of the game involves assessing whether stones on the board are alive or dead which is a difficult judgment. Given a board configuration, the game is played by a scoring system to obtain a terminal board configuration. This is repeated to obtain a plurality of terminal board configurations from which an assessment can be made as to how likely each board position is to be won by a particular player at the end of the game. The scoring system obtains the terminal board configurations by playing random moves or by making a biased sampling of moves. The biased sampling is made using an evaluation function or in any suitable way. In the game of GO, seki positions are quickly and easily identified. An automated game playing system uses the output of the scoring system to assess when to offer to end a game. The output of the scoring system can also be used to provide hints to players during a game.
    • 为领土板游戏评分板块配置通常并不简单,但是希望快速,准确地确定这些分数。 例如,在GO游戏中,确定游戏结束时的分数包括评估板上的石头是活着还是死亡,这是一个困难的判断。 给定一个电路板配置,该游戏由得分系统进行,以获得一个终端板配置。 这是重复的,以获得多个终端板配置,从该终端板配置可以评估在游戏结束时由特定玩家赢得每个板位置的可能性。 评分系统通过播放随机动作或通过偏移采样来获得终端板配置。 使用评估函数或以任何合适的方式进行偏置采样。 在GO的游戏中,seki的位置很容易被识别。 自动游戏系统使用评分系统的输出来评估何时提供结束游戏。 评分系统的输出也可用于在游戏过程中向玩家提供提示。