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NETGAMES
2003
ACM
14 years 3 months ago
Bandwidth requirement and state consistency in three multiplayer game architectures
Abstract— Multiplayer games become increasingly popular, mostly because they involve interaction among humans. Typically, multiplayer games are organized based on a Client-Server...
Joseph D. Pellegrino, Constantinos Dovrolis
SIGECOM
2003
ACM
122views ECommerce» more  SIGECOM 2003»
14 years 3 months ago
k-Implementation
This paper discusses an interested party who wishes to influence the behavior of agents in a game (multi-agent interaction), which is not under his control. The interested party ...
Dov Monderer, Moshe Tennenholtz
PRDC
2002
IEEE
14 years 2 months ago
Caveat Emptor: Making Grid Services Dependable from the Client Side
Grid computing relies on fragile partnerships. Clients with hundreds or even thousands of pending service requests must seek out and form temporary alliances with remote servers e...
Miron Livny, Douglas Thain
SPIN
2001
Springer
14 years 2 months ago
From Model Checking to a Temporal Proof
ions Using SPIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Marsha Chechik, Benet Devereux, Arie Gurfinkel (University of Toronto) Imp...
Doron Peled, Lenore D. Zuck
HPDC
2000
IEEE
14 years 2 months ago
Creating Large Scale Database Servers
The BaBar experiment at the Stanford Linear Accelerator Center (SLAC) is designed to perform a high precision investigation of the decays of the B-meson produced from electron-pos...
Jacek Becla, Andrew Hanushevsky