Sciweavers

1062 search results - page 199 / 213
» Game Networks
Sort
View
AIIDE
2007
13 years 9 months ago
SquadSmart: Hierarchical Planning and Coordinated Plan Execution for Squads of Characters
This paper presents an application of Hierarchical Transition Network (HTN) planning to a squad-based military simulation. The hierarchical planner produces collaborative plans fo...
Peter Gorniak, Ian Davis
ADCOG
2004
13 years 9 months ago
Social and Ethical Considerations in Virtual Worlds
While networking technology facilitates the use of online services such as real-time instant messaging and anywhere-anytime multiplayer gaming, societal and ethical issues can inf...
Robert W. Kerbs
CSREASAM
2006
13 years 9 months ago
Enhanced Group Key Generation Protocol
Group communication is becoming increasingly popular in Internet applications such as videoconferences, online chatting programs, games, and gambling. For secure communications, th...
Sunghyuck Hong, Noé Lopez-Benitez
DAGSTUHL
2003
13 years 9 months ago
A DSL Paradigm for Domains of Services: A Study of Communication Services
The domain of services for mobile communication terminals has long become a fast-moving target. Indeed, this domain has been affected by a continuous stream of technological advan...
Charles Consel, Laurent Réveillère
AAAI
1994
13 years 8 months ago
CHATTERBOTS, TINYMUDS, and the Turing Test: Entering the Loebner Prize Competition
The Turing Test was proposed by Alan Turing in 1950; he called it the Imitation Game. In 1991 Hu Loebner prize competition, offering a f h Loebner started the 100,000 prize to the...
Michael L. Mauldin