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ICECCS
2007
IEEE
95views Hardware» more  ICECCS 2007»
14 years 3 months ago
A Novel Approach to the Detection of Cheating in Multiplayer Online Games
— Modern online multiplayer games are complex heterogeneous distributed systems comprised of servers and untrusted clients, which are often engineered under considerable commerci...
Peter Laurens, Richard F. Paige, Phillip J. Brooke...
NETGAMES
2006
ACM
14 years 3 months ago
Telebuddies on the move: social stitching to enhance the networked gaming experience
In this paper we report on our work to enable “laid-back” social interactions using television as a primary interaction medium and mobile devices that participate as a seconda...
Kris Luyten, Kristof Thys, Steven Huypens, Karin C...
ICRA
2010
IEEE
109views Robotics» more  ICRA 2010»
13 years 7 months ago
A robot companion for inclusive games: A user-centred design perspective
— This article presents the design of Iromec, a modular robot companion tailored towards engaging in social exchanges with children with different disabilities with the aim to em...
Patrizia Marti, Leonardo Giusti
ATAL
2005
Springer
14 years 2 months ago
Automatic computer game balancing: a reinforcement learning approach
Designing agents whose behavior challenges human players adequately is a key issue in computer games development. This work presents a novel technique, based on reinforcement lear...
Gustavo Andrade, Geber Ramalho, Hugo Santana, Vinc...
ATAL
2008
Springer
13 years 11 months ago
Demonstration of multi-agent potential fields in real-time strategy games
Bots for Real Time Strategy (RTS) games provide a rich challenge to implement. A bot controls a number of units that may have to navigate in a partially unknown environment, while...
Johan Hagelbäck, Stefan J. Johansson