Sciweavers

682 search results - page 65 / 137
» Game Development Using Design-by-Contract
Sort
View
FDG
2009
ACM
14 years 4 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
WINE
2010
Springer
201views Economy» more  WINE 2010»
13 years 7 months ago
Efficient Computation of the Shapley Value for Centrality in Networks
The Shapley Value is arguably the most important normative solution concept in coalitional games. One of its applications is in the domain of networks, where the Shapley Value is u...
Karthik V. Aadithya, Balaraman Ravindran, Tomasz P...
HICSS
2012
IEEE
296views Biometrics» more  HICSS 2012»
12 years 5 months ago
Sparking Creativity: Improving Electronic Brainstorming with Individual Cognitive Priming
In recent years, there has been growing interest in the study of individual cognition in teams. Meanwhile, we learned that much of human behavior involves nonconscious cognition. ...
Alan R. Dennis, Randall K. Minas, Akshay Bhagwatwa...
AAAI
2012
12 years 10 days ago
Learning from Demonstration for Goal-Driven Autonomy
Goal-driven autonomy (GDA) is a conceptual model for creating an autonomous agent that monitors a set of expectations during plan execution, detects when discrepancies occur, buil...
Ben George Weber, Michael Mateas, Arnav Jhala
AIIDE
2008
14 years 9 days ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...