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PDPTA
2004
13 years 11 months ago
Achieving Flow Level QoS in Cut-Through Networks Through Admission Control and DiffServ
Cluster networks will serve as the future access networks for multimedia streaming, massive multiplayer online gaming, e-commerce, network storage etc. And for those application ar...
Frank Olaf Sem-Jacobsen, Sven-Arne Reinemo, Tor Sk...
TON
2012
12 years 12 days ago
Latency Equalization as a New Network Service Primitive
—Multiparty interactive network applications such as teleconferencing, network gaming, and online trading are gaining popularity. In addition to end-to-end latency bounds, these ...
Minlan Yu, Marina Thottan, Li (Erran) Li
LCN
2003
IEEE
14 years 3 months ago
A Highly Flexible Testbed for Studies of ad-hoc Network Behaviour
Studies of mobile ad-hoc networks are often based on simulation and their underlying, necessarily simplified assumptions of physical reality. In order to analyse the practical pro...
Hartmut Ritter, Min Tian, Thiemo Voigt, Jochen H. ...
CEC
2008
IEEE
14 years 4 months ago
Neuro-evolving maintain-station behavior for realistically simulated boats
— We evolve a neural network controller for a boat that learns to maintain a given bearing and range with respect to a moving target in the Lagoon 3D game environment. Simulating...
Nathan A. Penrod, David Carr, Sushil J. Louis, Bob...
APPINF
2003
13 years 11 months ago
An Adaptive Color Segmentation Algorithm for Sony Legged Robots
This paper presents an adaptive colour segmentation algorithm for Sony legged robots to play a football game. A Self-Organizing Map (SOM) is adopted to measure the current lightin...
Bo Li, Huosheng Hu, Libor Spacek