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» A control theoretic approach to noncooperative game design
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TON
2002
75views more  TON 2002»
13 years 7 months ago
Optimal retrial and timeout strategies for accessing network resources
The notion of timeout (namely, the maximal time to wait before retrying an action) turns up in many networking contexts, such as packet transmission, connection establishment, etc....
Lavy Libman, Ariel Orda
CORR
2010
Springer
151views Education» more  CORR 2010»
13 years 7 months ago
The Challenge of Believability in Video Games: Definitions, Agents Models and Imitation Learning
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, "giving the feeling of...
Fabien Tencé, Cédric Buche, Pierre D...
NETGAMES
2003
ACM
14 years 25 days ago
Spatial principles of level-design in multi-player first-person shooters
: This paper outlines the basic spatial principles of level design in multi-player first-person shooters with special reference to Counterstrike, basing itself on experiment, analy...
Christian Güttler, Troels Degn Johansson
ICRA
2010
IEEE
134views Robotics» more  ICRA 2010»
13 years 6 months ago
Design of guaranteed safe maneuvers using reachable sets: Autonomous quadrotor aerobatics in theory and practice
— For many applications, the control of a complex nonlinear system can be made easier by modeling the system as a collection of simplified hybrid modes, each representing a part...
Jeremy H. Gillula, Haomiao Huang, Michael P. Vitus...
CEC
2005
IEEE
14 years 1 months ago
Empowerment: a universal agent-centric measure of control
Abstract- The classical approach to using utility functions suffers from the drawback of having to design and tweak the functions on a case by case basis. Inspired by examples from...
Alexander S. Klyubin, Daniel Polani, Chrystopher L...