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| Title | Nevermind | 
| Description | Nevermind Creations. Johannes Pfau. Deep Player Behavior | 
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| WebSite | |
| Host IP | 178.77.77.164 | 
| Location | Germany | 
| Euro€16,530                                 
                                    Zuletzt aktualisiert: 2022-06-02                                    
                                 nevermindcreations.de hat Semrush globalen Rang von 1,626,700. nevermindcreations.de hat einen geschätzten Wert von € 16,530, basierend auf seinen geschätzten Werbeeinnahmen. nevermindcreations.de empfängt jeden Tag ungefähr 1,102 einzelne Besucher. Sein Webserver befindet sich in Germany mit der IP-Adresse 178.77.77.164. Laut SiteAdvisor ist nevermindcreations.de sicher zu besuchen. | 
| Kauf-/Verkaufswert | Euro€16,530 | 
| Tägliche Werbeeinnahmen | Euro€485,431 | 
| Monatlicher Anzeigenumsatz | Euro€161,994 | 
| Jährliche Werbeeinnahmen | Euro€11,020 | 
| Tägliche eindeutige Besucher | 1,102 | 
| Hinweis: Alle Traffic- und Einnahmenwerte sind Schätzungen. | |
| Host | Type | TTL | Data | 
| nevermindcreations.de. | A | 7199 | IP: 178.77.77.164 | 
| nevermindcreations.de. | NS | 21600 | NS Record: ns2.hans.hosteurope.de. | 
| nevermindcreations.de. | NS | 21600 | NS Record: lvps178-77-77-164.dedicated.hosteurope.de. | 
| nevermindcreations.de. | MX | 21600 | MX Record: 10 mail.nevermindcreations.de. | 
| nevermindcreations.de. | TXT | 21600 | TXT Record: v=spf1 +a +mx -all | 
| Nevermind Creations Home DPBM Publications PublishedGames Scholar Nevermind Creations AI for Games. Games for AI. Deep Player Behavior Modeling Deep Player Behavior Modeling is a machine learning technique that replicates individual player decision making. Atomic state-action pairs are recorded for all symbolic player inputs, so that game state, player state, target state and action history are mapped to a distribution among predicted following actions. Players reported to recognize their own behavioral patterns and enjoyed the challenge of opposing a believable, continuously learning foe. In online multiplayer sessions, players did not notice when disconnected fellow players were replaced with their individual substitute. Above that, DPBM can also be used for large-scale automated balancing simulations to closely resemble a whole population of players. Selected Conference Talks: Publications Towards deep player behavior models in MMORPGs Pfau, J., Smeddinck, J. D., & Malaka, R. | 
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