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» Game Engineering for a Multiprocessor Architecture
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NETGAMES
2006
ACM
14 years 2 months ago
Peer clustering: a hybrid approach to distributed virtual environments
This paper proposes a hybrid architecture for distributed virtual environments, utilizing servers alongside peer-to-peer components. Current research into peer-based systems seeks...
Alvin Chen, Richard R. Muntz
AAAI
2004
13 years 10 months ago
Synthetic Adversaries for Urban Combat Training
This paper describes requirements for synthetic adversaries for urban combat training and MOUTBots, a prototype application. The MOUTBots use a commercial computer game to define,...
Robert E. Wray, John E. Laird, Andrew Nuxoll, Devv...
FLAIRS
2004
13 years 10 months ago
Agent-based Players for a First-person Entertainment-based Real-time Artificial Environment
The necessity for improved players and opponents in firstperson entertainment-based real-time artificial environments has inspired our research into artificial game players. We em...
G. Michael Youngblood, Lawrence B. Holder
ISPASS
2010
IEEE
14 years 3 months ago
Hardware prediction of OS run-length for fine-grained resource customization
—In the past ten years, computer architecture has seen a paradigm shift from emphasizing single thread performance to energy efficient, throughput oriented, chip multiprocessors...
David Nellans, Kshitij Sudan, Rajeev Balasubramoni...
CGO
2009
IEEE
14 years 3 months ago
Software Pipelined Execution of Stream Programs on GPUs
—The StreamIt programming model has been proposed to exploit parallelism in streaming applications on general purpose multicore architectures. This model allows programmers to sp...
Abhishek Udupa, R. Govindarajan, Matthew J. Thazhu...