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NETGAMES
2003
ACM
14 years 2 months ago
Bandwidth requirement and state consistency in three multiplayer game architectures
Abstract— Multiplayer games become increasingly popular, mostly because they involve interaction among humans. Typically, multiplayer games are organized based on a Client-Server...
Joseph D. Pellegrino, Constantinos Dovrolis
PASTE
2010
ACM
14 years 2 months ago
Learning universal probabilistic models for fault localization
Recently there has been significant interest in employing probabilistic techniques for fault localization. Using dynamic dependence information for multiple passing runs, learnin...
Min Feng, Rajiv Gupta
WISE
2002
Springer
14 years 1 months ago
An Update-Risk Based Approach to TTL Estimation in Web Caching
Web caching is an important technique for accelerating web applications and reducing the load on the web server and the network through local cache accesses. As in the traditional...
Jeong-Joon Lee, Kyu-Young Whang, Byung Suk Lee, Ji...
GECCO
2009
Springer
14 years 1 months ago
The sensitivity of HyperNEAT to different geometric representations of a problem
HyperNEAT, a generative encoding for evolving artificial neural networks (ANNs), has the unique and powerful ability to exploit the geometry of a problem (e.g., symmetries) by enc...
Jeff Clune, Charles Ofria, Robert T. Pennock
PADS
1999
ACM
14 years 1 months ago
Shock Resistant Time Warp
In an attempt to cope with time-varying workload, traditional adaptive Time Warp protocols are designed to react in response to performance changes by altering control parameter c...
Alois Ferscha, James Johnson