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FDG
2009
ACM
14 years 3 months ago
Perspectives, frame rates and resolutions: it's all in the game
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Pr...
Mark Claypool, Kajal T. Claypool
GRAPHICSINTERFACE
2007
13 years 10 months ago
Adapting wavelet compression to human motion capture clips
Motion capture data is an effective way of synthesizing human motion for many interactive applications, including games and simulations. A compact, easy-to-decode representation i...
Philippe Beaudoin, Pierre Poulin, Michiel van de P...
WSC
2000
13 years 10 months ago
Improved decision processes through simultaneous simulation and time dilation
Simulation models are often not used to their full potential in the decision-making process. The default simulation strategy of simple serial replication of fixed length runs mean...
Paul Hyden, Lee Schruben
JAIR
2006
160views more  JAIR 2006»
13 years 8 months ago
Anytime Point-Based Approximations for Large POMDPs
The Partially Observable Markov Decision Process has long been recognized as a rich framework for real-world planning and control problems, especially in robotics. However exact s...
Joelle Pineau, Geoffrey J. Gordon, Sebastian Thrun
CVPR
2006
IEEE
14 years 10 months ago
Off-road Path Following using Region Classification and Geometric Projection Constraints
We describe a realtime system for finding and tracking unstructured paths in off-road conditions. The system was designed as part of the recent Darpa Grand Challenge and was teste...
Yaniv Alon, Andras Ferencz, Amnon Shashua