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CSCW
2008
ACM
13 years 11 months ago
A hybrid cultural ecology: world of warcraft in China
We analyze online gaming as a site of collaboration in a digital-physical hybrid. We ground our analysis in findings from an ethnographic study of the online game World of Warcraf...
Silvia Lindtner, Bonnie A. Nardi, Yang Wang 0005, ...
FPLAY
2008
13 years 10 months ago
Crafting game-models using reactive system design
This paper presents a game-model of a gym training system, where the behavior of the system is specified using languages developed originally for reactive system design, which dri...
David Harel, Itai Segall, Hillel Kugler, Yaki Sett...
CORR
2010
Springer
99views Education» more  CORR 2010»
13 years 6 months ago
How I won the "Chess Ratings - Elo vs the Rest of the World" Competition
This article discusses in detail the rating system that won the kaggle competition "Chess Ratings: Elo vs the rest of the world". The competition provided a historical d...
Yannis Sismanis
NETGAMES
2006
ACM
14 years 3 months ago
Cellular automata and Hilditch thinning for extraction of user paths in online games
ÌÓ Ô ÓÒÐ Ò Ñ × ÒØ Ö ×Ø Ò ØÓ Ø Ö ÔÐ Ý Ö׸ Ø × Ñ¹ ÔÓÖØ ÒØ ØÓ Ø Ø ÔÐ Ý Ö׳ Ú ÓÖ׺ ÁÒ Ø × Ô Ô Ö¸ Ò ÓÖ Ö ØÓ ÙÒ Ö×Ø ...
Ruck Thawonmas, Masayasu Hirano, Masayoshi Kurashi...
IOR
2008
113views more  IOR 2008»
13 years 9 months ago
Service Competition with General Queueing Facilities
In many service industries, companies compete with each other on the basis of the waiting time their customers experience, along with the price they charge for their service. A fi...
Gad Allon, Awi Federgruen