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Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty 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 ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
The bathtub curve is a particular shape of a failure rate graph. This graph is used in reliability engineering and deterioration modeling. The 'bathtub' refers to the shape of a line that curves up at both ends, similar in shape to a bathtub. The bathtub curve has 3 regions: The first region has a decreasing failure rate due to early failures.
Example decision curve analysis graph with two predictors. A decision curve analysis graph is drawn by plotting threshold probability on the horizontal axis and net benefit on the vertical axis, illustrating the trade-offs between benefit (true positives) and harm (false positives) as the threshold probability (preference) is varied across a range of reasonable threshold probabilities.
Incremental dynamic analysis (IDA) is a computational analysis method of earthquake engineering for performing a comprehensive assessment of the behavior of structures under seismic loads. [1] It has been developed to build upon the results of probabilistic seismic hazard analysis in order to estimate the seismic risk faced by a given structure.
There is an exponential increase in volume associated with adding extra dimensions to a mathematical space.For example, 10 2 = 100 evenly spaced sample points suffice to sample a unit interval (try to visualize a "1-dimensional" cube) with no more than 10 −2 = 0.01 distance between points; an equivalent sampling of a 10-dimensional unit hypercube with a lattice that has a spacing of 10 −2 ...
The graph showing the relation between the probability of a given category as a function of person location is referred to as a Category Probability Curve (CPC). An example of the CPCs for an item with five categories, scored from 0 to 4, is shown in Figure 1. Figure 1: Rasch category probability curves for an item with five ordered categories
A learning curve is a graphical representation of the relationship between how proficient people are at a task and the amount of experience they have. Proficiency (measured on the vertical axis) usually increases with increased experience (the horizontal axis), that is to say, the more someone, groups, companies or industries perform a task, the better their performance at the task.