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ACL
2010
13 years 5 months ago
Talking NPCs in a Virtual Game World
This paper describes the KomParse system, a natural-language dialog system in the three-dimensional virtual world Twinity. In order to fulfill the various communication demands be...
Tina Klüwer, Peter Adolphs, Feiyu Xu, Hans Us...
CAAN
2004
Springer
14 years 29 days ago
Congestion Games, Load Balancing, and Price of Anarchy
Imagine a set of self-interested clients, each of whom must choose a server from a permissible set. A server’s latency is inversely proportional to its speed, but it grows linear...
Anshul Kothari, Subhash Suri, Csaba D. Tóth...
WD
2010
13 years 5 months ago
QoE estimation of a location-based mobile game using on-body sensors and QoS-related data
The scope of this paper is the interdisciplinary measurement and modeling methodology of Quality of Experience (QoE) when playing a mobile location-based massively multiplayer onli...
Adrian Juan Verdejo, Katrien De Moor, Istvan Ketyk...
CHI
2004
ACM
14 years 1 months ago
The untapped world of video games
Due to fierce industry competition and demand for novelty, games are a fertile research setting for studying interface design, input devices, graphics, social communication and de...
Kevin Keeker, Randy J. Pagulayan, Jonathan Sykes, ...
SIGMETRICS
2002
ACM
118views Hardware» more  SIGMETRICS 2002»
13 years 7 months ago
Robust traffic engineering: game theoretic perspective
On-line routing algorithms deal with requests as they arrive without assuming any knowledge of the underlying process that generates the streams of requests. By contrast, off-line...
Vladimir Marbukh