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3. Development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games

4. ETGL-DDPG: A Deep Deterministic Policy Gradient Algorithm for Sparse Reward Continuous Control

5. Contrastive Learning of Preferences with a Contextual InfoNCE Loss

6. Learning With Generalised Card Representations for 'Magic: The Gathering'

7. Efficiently Training Neural Networks for Imperfect Information Games by Sampling Information Sets

8. Neural Network-based Information Set Weighting for Playing Reconnaissance Blind Chess

9. Expected Work Search: Combining Win Rate and Proof Size Estimation

12. COVID-19 Misinformation Spread in Eight Countries: Exponential Growth Modeling Study

13. Assessing Public Opinion on CRISPR-Cas9: Combining Crowdsourcing and Deep Learning

15. Material Trajectories

16. Leben machen

18. Monte Carlo Tree Search in the Presence of Transition Uncertainty

22. Impact of artificial intelligence assistance on pulmonary nodule detection and localization in chest CT: a comparative study among radiologists of varying experience levels

40. Solving NoGo on Small Rectangular Boards

41. Stockfish or Leela Chess Zero? A Comparison Against Endgame Tablebases

44. Dynamic Stall Computations of a Double-Swept Rotor Blade with Rigid and Elastic Modelling

46. Neurovascular coupling methods in healthy individuals using transcranial doppler ultrasonography: A systematic review and consensus agreement

47. Developing and piloting a multifactorial intervention to address participation and quality of life in nursing home residents with joint contractures (JointConImprove): study protocol

48. Supervised and Reinforcement Learning from Observations in Reconnaissance Blind Chess

50. Quantity vs Quality: Investigating the Trade-Off between Sample Size and Label Reliability

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