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DAGM
2003
Springer
14 years 2 months ago
Learning Human-Like Opponent Behavior for Interactive Computer Games
Compared to their ancestors in the early 1970s, present day computer games are of incredible complexity and show magnificent graphical performance. However, in programming intelli...
Christian Bauckhage, Christian Thurau, Gerhard Sag...
AAAI
2006
13 years 10 months ago
ScriptEase - Motivational Behaviors for Interactive Characters in Computer Role-Playing Games
ScriptEase is a tool that allows authors with no programming experience to create interactive stories for computer role-playing games. Instead of writing scripting code manually, ...
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer,...
MM
2010
ACM
167views Multimedia» more  MM 2010»
13 years 9 months ago
Improving online gaming quality using detour paths
We study the problem of improving the user perceived quality of online games in which multiple players form a game session and exchange game-state updates over an overlay network....
Cong Ly, Cheng-Hsin Hsu, Mohamed Hefeeda
WINE
2009
Springer
138views Economy» more  WINE 2009»
14 years 1 months ago
On Strong Equilibria in the Max Cut Game
This paper deals with two games defined upon well known generalizations of max cut. We study the existence of a strong equilibrium which is a refinement of the Nash equilibrium. ...
Laurent Gourvès, Jérôme Monnot
ICAI
2004
13 years 10 months ago
Potential-Based Processing for Action-Game Experimentation
Abstract-- We define a framework for what we call potentialbased computing and show how it may be applied to actionmotion applications in general and dynamic games in particular. W...
Russ Abbott, Valentino Crespi