Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a...
We design a linear time approximation scheme for the GaleBerlekamp Switching Game and generalize it to a wider class of dense fragile minimization problems including the Nearest C...
— In the real world, noisy sensors and limited communication make it difficult for robot teams to coordinate in tightly coupled tasks. Team members cannot simply apply single-ro...
Rosemary Emery-Montemerlo, Geoffrey J. Gordon, Jef...
—Large-scale online applications such as Massively Multiplayer Online Games (MMOGs) require large amount of computing resources that support many players interacting simultaneous...
We describe approaches for satisfying the real-time collision detection requirements of distributed virtual environments. We assume a distributed virtual environment is deployed u...