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VSGAMES
2010
120views Game Theory» more  VSGAMES 2010»
13 years 5 months ago
Randomly Generated 3D Environments for Serious Games
— This paper describes a variety of methods that can be used to create realistic, random 3D environments for serious games requiring real-time performance. These include the gene...
Jeremy Noghani, Fotis Liarokapis, Eike Falk Anders...
VISUALIZATION
2000
IEEE
13 years 12 months ago
Isosurfacing in higher dimensions
Visualization algorithms have seen substantial improvements in the past several years. However, very few algorithms have been developed for directly studying data in dimensions hi...
Praveen Bhaniramka, Rephael Wenger, Roger Crawfis
ATAL
2010
Springer
13 years 8 months ago
Pure Nash equilibria: complete characterization of hard and easy graphical games
We consider the computational complexity of pure Nash equilibria in graphical games. It is known that the problem is NP-complete in general, but tractable (i.e., in P) for special...
Albert Xin Jiang, MohammadAli Safari
WSCG
2004
154views more  WSCG 2004»
13 years 9 months ago
Emulating an Offline Renderer by 3D Graphics Hardware
3D design software has since long employed graphics chips for low-quality real-time previewing. But their dramatically increased computing power now paves the way to accelerate th...
Jörn Loviscach
CADE
2012
Springer
11 years 10 months ago
Playing Hybrid Games with KeYmaera
We propose a new logic, called differential dynamic game logic (dDGL), that adds several game constructs on top of differential dynamic logic (dL) so that it can be used for hybr...
Jan-David Quesel, André Platzer