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» Playing games with approximation algorithms
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AIIDE
2008
13 years 9 months ago
Learning and Playing in Wubble World
Children do not learn the meanings of words from parsing and understanding gigabytes of text; instead meanings are learned from competent speakers who relate language to what'...
Wesley Kerr, Paul R. Cohen, Yu-Han Chang
CORR
2007
Springer
148views Education» more  CORR 2007»
13 years 7 months ago
Linear time algorithms for Clobber
We prove that the single-player game clobber is solvable in linear time when played on a line or on a cycle. For this purpose, we show that this game is equivalent to an optimizat...
Vincent D. Blondel, Julien M. Hendrickx, Raphael M...
CROSSROADS
2007
113views more  CROSSROADS 2007»
13 years 7 months ago
On the complexity of Katamari Damacy
We analyze the complexity of the popular PlayStation 2 game, Katamari Damacy. In particular, we prove that playing Katamari Damacy optimally is NP-hard and that it cannot be appro...
Gregory M. Zaverucha
VC
2008
138views more  VC 2008»
13 years 7 months ago
A GPU-based light hierarchy for real-time approximate illumination
Illumination rendering including environment lighting, indirect illumination, and subsurface scattering plays for many graphics applications such as games and VR systems. However, ...
Hyunwoo Ki, Kyoungsu Oh
CAV
2007
Springer
98views Hardware» more  CAV 2007»
14 years 1 months ago
UPPAAL-Tiga: Time for Playing Games!
In 2005 we proposed the first efficient on-the-fly algorithm for solving games based on timed game automata with respect to reachability and safety properties. The first prototy...
Gerd Behrmann, Agnès Cougnard, Alexandre Da...