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» A Temporal Proof System for General Game Playing
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NETGAMES
2004
ACM
15 years 11 months ago
Accuracy in dead-reckoning based distributed multi-player games
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dea...
Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, ...
JAIR
2008
157views more  JAIR 2008»
15 years 5 months ago
Learning to Reach Agreement in a Continuous Ultimatum Game
It is well-known that acting in an individually rational manner, according to the principles of classical game theory, may lead to sub-optimal solutions in a class of problems nam...
Steven de Jong, Simon Uyttendaele, Karl Tuyls
IWMM
2010
Springer
173views Hardware» more  IWMM 2010»
15 years 10 months ago
CETS: compiler enforced temporal safety for C
Temporal memory safety errors, such as dangling pointer dereferences and double frees, are a prevalent source of software bugs in unmanaged languages such as C. Existing schemes t...
Santosh Nagarakatte, Jianzhou Zhao, Milo M. K. Mar...
INFOCOM
2005
IEEE
15 years 11 months ago
On the interaction between overlay routing and underlay routing
— In this paper, we study the interaction between overlay routing and Traffic Engineering (TE) in a single Autonomous System (AS). We formulate this interaction as a twoplayer n...
Yong Liu, Honggang Zhang, Weibo Gong, Donald F. To...
AIIDE
2008
15 years 8 months ago
Talking with NPCs: Towards Dynamic Generation of Discourse Structures
Dialogue in commercial games is largely created by teams of writers and designers who hand-author every line of dialogue and hand-specify the dialogue structure using finite state...
Christina R. Strong, Michael Mateas