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CCECE
2006
IEEE
14 years 1 months ago
Lazy Generation of Building Interiors in Realtime
Impenetrable doors are often quite common in virtual worlds. This is especially apparent in video games boasting large urban environments. Although there are often enterable build...
Evan Hahn, Prosenjit Bose, Anthony Whitehead
DSRT
2005
IEEE
14 years 1 months ago
A Simple Distributed Simulation Architecture for Emergency Response Exercises
This paper describes a simple distributed simulation for support of emergency response exercises. The simulation, called the Immersive Synthetic Environment for Exercises (ISEE), ...
Dennis McGrath, Amy Hunt, Marion Bates
GRAPHICSINTERFACE
2004
13 years 8 months ago
Segmenting Motion Capture Data into Distinct Behaviors
Much of the motion capture data used in animations, commercials, and video games is carefully segmented into distinct motions either at the time of capture or by hand after the ca...
Jernej Barbic, Alla Safonova, Jia-Yu Pan, Christos...
CORR
2010
Springer
157views Education» more  CORR 2010»
13 years 5 months ago
Stochastic Budget Optimization in Internet Advertising
Internet advertising is a sophisticated game in which the many advertisers "play" to optimize their return on investment. There are many "targets" for the adve...
Bhaskar DasGupta, S. Muthukrishnan
COLT
2005
Springer
13 years 9 months ago
From External to Internal Regret
External regret compares the performance of an online algorithm, selecting among N actions, to the performance of the best of those actions in hindsight. Internal regret compares ...
Avrim Blum, Yishay Mansour