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SAC
2009
ACM
14 years 1 months ago
Aspect-oriented procedural content engineering for game design
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...
Walter Cazzola, Diego Colombo, Duncan Harrison
ICPP
1998
IEEE
14 years 1 months ago
High-Level Information - An Approach for Integrating Front-End and Back-End Compilers
We propose a new universal High-Level Information (HLI) format to effectively integrate front-end and back-end compilers by passing front-end information to the back-end compiler....
Sangyeun Cho, Jenn-Yuan Tsai, Yonghong Song, Bixia...
APPROX
2010
Springer
207views Algorithms» more  APPROX 2010»
13 years 10 months ago
Exploiting Concavity in Bimatrix Games: New Polynomially Tractable Subclasses
Abstract. We study the fundamental problem of computing an arbitrary Nash equilibrium in bimatrix games. We start by proposing a novel characterization of the set of Nash equilibri...
Spyros C. Kontogiannis, Paul G. Spirakis
DAGSTUHL
1996
13 years 10 months ago
Global Control for Partial Deduction through Characteristic Atoms and Global Trees
Recently, considerable advances have been made in the (on-line) control of logic program specialisation. A clear conceptual distinction has been established between local and glob...
Michael Leuschel, Bern Martens
CORR
2010
Springer
135views Education» more  CORR 2010»
13 years 9 months ago
Information Distance
While Kolmogorov complexity is the accepted absolute measure of information content in an individual finite object, a similarly absolute notion is needed for the information distan...
Charles H. Bennett, Péter Gács, Ming...