At the center of the video game experience is the interface. Before a player grabs the first powerup or meets the first obstacle, the would-be-adventurer must accept the limitatio...
Abstract. Reactive systems are often modelled as two person antagonistic games where one player represents the system while his adversary represents the environment. Undoubtedly, t...
In multiagent systems, strategic settings are often analyzed under the assumption that the players choose their strategies simultaneously. However, this model is not always realis...
Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explo...
Resource allocation in database management systems is a performance management process in which an autonomic DBMS makes resource allocation decisions based on properties like work...
Mingyi Zhang, Patrick Martin, Wendy Powley, Paul B...