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ATAL
2005
Springer
14 years 1 months ago
Automatic computer game balancing: a reinforcement learning approach
Designing agents whose behavior challenges human players adequately is a key issue in computer games development. This work presents a novel technique, based on reinforcement lear...
Gustavo Andrade, Geber Ramalho, Hugo Santana, Vinc...
MFCS
2009
Springer
14 years 2 months ago
The Cost of Stability in Network Flow Games
The core of a cooperative game contains all stable distributions of a coalition’s gains among its members. However, some games have an empty core, with every distribution being ...
Ezra Resnick, Yoram Bachrach, Reshef Meir, Jeffrey...
GAMEON
2003
13 years 9 months ago
A Multiplayer Case Based Story Engine
This paper describes the development of an expert casebased character director system which dynamically generates and controls a story, which is played out in a multiplayer networ...
Chris Fairclough, Padraig Cunningham
ICASSP
2011
IEEE
12 years 11 months ago
An innovative RTP-based residential power scheduling scheme for smart grids
This paper proposes a Real-Time Pricing (RTP)-based power scheduling scheme as demand response for residential power usage. In this scheme, the Energy Management Controller (EMC) ...
Chen Chen, Shalinee Kishore, Lawrence V. Snyder
CCS
2009
ACM
14 years 2 months ago
Fides: remote anomaly-based cheat detection using client emulation
As a result of physically owning the client machine, cheaters in online games currently have the upper-hand when it comes to avoiding detection. To address this problem and turn t...
Edward C. Kaiser, Wu-chang Feng, Travis Schluessle...