Abstract. This paper presents a case study for using a relatively recently developed methodology, Behavior Oriented Design, to develop an Intelligent Virtual Agent (IVA). Our usabi...
In a scheduling game, each player owns a job and chooses a machine to execute it. While the social cost is the maximal load over all machines (makespan), the cost (disutility) of ...
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Pr...
We study the problem of improving the user perceived quality of online games in which multiple players form a game session and exchange game-state updates over an overlay network....
: The Game of Life cellular automaton is a classical example of a massively parallel collision-based computing device. The automaton exhibits mobile patterns, gliders, and generato...