企业的订货、销售量、生产量、价格、存货等信息属于( )A.市场情报系统 B.市场运

题型:单项选择题

问题:

企业的订货、销售量、生产量、价格、存货等信息属于( )

A.市场情报系统

B.市场运筹学系统

C.内部记录系统

D.国际市场研究系统

考点:自学考试国际市场营销学国际市场营销学真题2007年下半年
题型:单项选择题

下列各句中,加点的成语使用恰当的一项是(3分)

A.美国军方近日宣布将对台出售“爱国者”导弹等先进武器,这种危言危行严重违

背中美三个联合公报,必将遭到中国人民的强烈反对。

B.大冬会上,伴随着《长江》悠扬的旋律,张丹、张昊在冰场上近乎完美地完成了

三周抛跳、捻转三周等动作。场外的观众们则作壁上观,大声为他们加油。

C.西南联大的风流,就像魏晋风度一样,令后人景仰。这风流包含了不党不官、人

格独立、敢于批判的铮铮风骨,沉潜专注、甘于奉献、光风霁月的谦谦风度。

D.2010年,干旱、地震、强降雪等天灾频繁袭扰,在这多事之秋,全国人民众志成城,共同应对,显示了强大的民族凝聚力。

题型:单项选择题

洋葱根尖细胞进行分裂,一个细胞分裂形成(  )

A.一个子细胞,染色体数目不变

B.两个子细胞,染色体数目不变

C.一个子细胞,染色体数目减少

D.两个子细胞,染色体数目减少

题型:单项选择题

十进制数102转换成二进制数是______。

A.1100110

B.1000110

C.1101000

D.1101001

题型:单项选择题

海水淹溺和淡水淹溺均会出现下列哪项改变()。

A.缺氧

B.血浆渗透压升高

C.血浆渗透压降低

D.血容量骤增

E.溶血

题型:单项选择题

Good looks ,the video-games industry is discovering ,will get you only so far. The graphics on a modern game may far outstrip the pixellated blobs of the 1980s, but there is more to a good game than eye candy. Photo-realistic graphics make the lack of authenticity of other aspects of gameplay more apparent. It is not enough for game characters to look better—their behaviour must also be more sophisticated, say researchers working at the interface between gaming and artificial intelligence(AI).

Today’ s games may look better, but the gameplay is " basically the same" as it was a few years ago, says Michael Mateas, the founder of the Experimental Game Lab at the Georgia Institute of Technology. AI, he suggests, offers an" untapped frontier" of new possibilities. "We are topping out on the graphics, so what’s going to be the next thing that improves game-play" asks John Laird, director of the AI lab at the University of Michigan. Improved AI is a big part of the answer, he says. Those in the industry agree. The high-definition graphics possible on next-generation games consoles, such as Microsoft’ s Xbox 360, are raising expectations across the board, says Neil Young of Electronic Arts, the world’ s biggest games publisher. "You have to have high-resolution models, which requires high-resolution animation," he says," so now I expect high-resolution behaviour."

Representatives from industry and academia will converge in Marina del Rey, California, later this month for the second annual Artificial Intelligence and Interactive Digital Entertainment(AIIDE) conference. The aim, says Dr Laird, who will chair the event, is to increase the traffic of people and ideas between the two spheres. "Games have been very important to AI through the years," he notes. Alan Turing, one of the pioneers of computing in the 1940s, wrote a simple chess-playing program before there were any computers to run it on; he also proposed the Turing test, a question-and-answer game that is a yardstick for machine intelligence. Even so, AI research and video games existed in separate worlds until recently. The AI techniques used in games were very simplistic from an academic perspective, says Dr. Mateas, while AI researchers were, in turn, clueless about modern games. But, he says, " both sides are learning, and are now much closer."

Consider, for example, the software that controls an enemy in a first-person shooter (FPS)—a game in which the player views the world along the barrel of a gun. The behaviour of enemies used to be pre-scripted: wait until the player is nearby, pop up from behind a box, fire weapon, and then roll and hide behind another box, for example. But some games now use far more advanced" planning systems" imported from academia. "Instead of scripts and hand-coded behaviour, the AI monsters in an FPS can reason from first principles, "says Dr. Mateas. They can, for example, work out whether the player can see them or not, seek out cover when injured, and so on. "Rather than just moving between predefined spots, the characters in a war game can dynamically shift, depending on what’ s happening," says Fiona Sperry of Electronic Arts.

If the industry is borrowing ideas from academia, the opposite is also true. Commercial games such as" Unreal Tournament", which can be easily modified or scripted, are being adopted as research tools in universities, says Dr. Laird. Such tools provide flexible environments for experiments, and also mean that students end up with transferable skills.

But the greatest potential lies in combining research with game development, argues Dr. Mateas. "Only by wrestling with real content are the technical problems revealed, and only by wrestling with technology does it give you insight into what new kinds of content are possible, "he says.

What can be inferred from the passage()

A. Commercial games can be easily adopted as research tools in colleges

B. College students can also benefit by playing high-resolution games

C. Further communication between the two circles may result in mutual benefit

D.Wresting with real content and technology will provide more solutions

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