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DAC
2006
ACM
14 years 9 months ago
Games are up for DVFS
Graphics-intensive computer games are no longer restricted to highperformance desktops, but are also available on a variety of portable devices ranging from notebooks to PDAs and ...
Yan Gu, Samarjit Chakraborty, Wei Tsang Ooi
VRCAI
2009
ACM
14 years 3 months ago
Towards Virtual Reality games
Game engines of cinematic quality, broadband networking and advances in Virtual Reality (VR) technologies are setting the stage to allow players to have shared, “better-than-lif...
Andrei Sherstyuk, Dale Vincent, Anton Treskunov
GECCO
2003
Springer
133views Optimization» more  GECCO 2003»
14 years 2 months ago
Dynamic Strategies in a Real-Time Strategy Game
Abstract. Most modern real-time strategy computer games have a sophisticated but fixed ‘AI’ component that controls the computer’s actions. Once the user has learned how suc...
William Joseph Falke II, Peter Ross
COMSIS
2004
80views more  COMSIS 2004»
13 years 8 months ago
The End of Software Engineering and the Start of Economic-Cooperative Gaming
"Software engineering" was introduced as a model for the field of software development in 1968. This paper reconsiders that model in the light of four decades of experie...
Alistair Cockburn
ATAL
2009
Springer
14 years 3 months ago
Multiagent learning in large anonymous games
In large systems, it is important for agents to learn to act effectively, but sophisticated multi-agent learning algorithms generally do not scale. An alternative approach is to ...
Ian A. Kash, Eric J. Friedman, Joseph Y. Halpern