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FOSSACS
2006
Springer
13 years 11 months ago
Parity Games Played on Transition Graphs of One-Counter Processes
We consider parity games played on special pushdown graphs, namely those generated by one-counter processes. For parity games on pushdown graphs, it is known from [22] that decidin...
Olivier Serre
ACMACE
2005
ACM
13 years 9 months ago
AI middleware as means for improving gameplay
Current commercial AI middleware are still far from being a generic and flexible tool for developing computer games. Also the literature lacks proposals in this field. In this w...
Börje Karlsson, Bruno Feijó
DIGRA
2005
Springer
14 years 1 months ago
Shadowplay: Simulated Illumination in Game Worlds
Despite the fact that there are currently a number of enjoyable digital games in which light plays a key role, we lack a vocabulary with which to discuss simulated illumination in...
Simon Niedenthal
CCGRID
2007
IEEE
14 years 2 months ago
Requirements of Peer-to-Peer-based Massively Multiplayer Online Gaming
Massively Multiplayer Online Games have become increasingly popular. However, their operation is costly, as game servers must be maintained. To reduce these costs, we aim at provi...
Gregor Schiele, Richard Süselbeck, Arno Wacke...
FSTTCS
2004
Springer
14 years 1 months ago
Optimal Strategies in Priced Timed Game Automata
Priced timed (game) automata extend timed (game) automata with costs on both locations and transitions. In this paper we focus on reachability priced timed game automata and prove ...
Patricia Bouyer, Franck Cassez, Emmanuel Fleury, K...