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IISWC
2006
IEEE
14 years 2 months ago
Workload Characterization of 3D Games
—The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative info...
Jordi Roca, Victor Moya Del Barrio, Carlos Gonz&aa...
DIGRA
2005
Springer
14 years 2 months ago
Architecting Scalability for Massively Multiplayer Online Gaming Experiences
In this study, the authors propose to discuss scalability challenges posed by Massively Multiplayer Online Game (MMOG) scenarios, while outlining issues specific to the context of...
Rui Gil, José Tavares, Licinio Roque
IVA
2005
Springer
14 years 2 months ago
Providing Computer Game Characters with Conversational Abilities
This paper presents the NICE fairy-tale game system, which enables adults and children to engage in conversation with animated characters in a 3D world. In this paper we argue that...
Joakim Gustafson, Johan Boye, Morgan Fredriksson, ...
GLOBECOM
2009
IEEE
14 years 22 days ago
Evolutionary Games for Hybrid Additive White Gaussian Noise Multiple Access Control
Abstract-- In this paper, we propose an evolutionary gametheoretic framework for hybrid additive white Gaussian noise multiple access channels. We consider a communication system c...
Quanyan Zhu, Hamidou Tembine, Tamer Basar
FM
2008
Springer
148views Formal Methods» more  FM 2008»
13 years 10 months ago
Precise Interval Analysis vs. Parity Games
In [?], a practical algorithm for precise interval analysis is provided for which, however, no non-trivial upper complexity bound is known. Here, we present a lower bound by showin...
Thomas Gawlitza, Helmut Seidl