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» An empirical evaluation of TCP performance in online games
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TCIAIG
2010
13 years 2 months ago
Game Bot Detection via Avatar Trajectory Analysis
The objective of this work is to automatically detect the use of game bots in online games based on the trajectories of account users. Online gaming has become one of the most popu...
Hsing-Kuo Pao, Kuan-Ta Chen, Hong-Chung Chang
CIG
2005
IEEE
14 years 1 months ago
Building Reactive Characters for Dynamic Gaming Environments
Interactive computer games are widely seen as a killer application domain for Artificial Intelligence (AI) [8]. Quite apart from the significant size of the games market in terms...
Peter Blackburn, Barry O'Sullivan
EICS
2009
ACM
14 years 2 months ago
An empirical comparison of "wiimote" gun attachments for pointing tasks
We evaluated and compared four input methods using the Nintendo Wii Remote for pointing tasks. The methods used (i) the "A" button on top of the device, (ii) the "B...
Victoria McArthur, Steven J. Castellucci, I. Scott...
IWEC
2004
13 years 8 months ago
Enhancing the Performance of Dynamic Scripting in Computer Games
Unsupervised online learning in commercial computer games allows computer-controlled opponents to adapt to the way the game is being played. As such it provides a mechanism to deal...
Pieter Spronck, Ida G. Sprinkhuizen-Kuyper, Eric O...
JSA
2006
114views more  JSA 2006»
13 years 7 months ago
Distributed computing using Java: A comparison of two server designs
This paper proposes a new concurrent data structure, called parallel hash table, for synchronizing the access of multiple threads to resources stored in a shared buffer. We prove ...
Boris Roussev, Jie Wu