Sciweavers

33 search results - page 5 / 7
» The Interval Liar Game
Sort
View
CW
2005
IEEE
14 years 29 days ago
On a Serverless Networked Virtual Ball Game for Multi-Player
This paper studies the way to improve consistency of states in a ball-game typed Distributed Virtual Environment (DVE) with lag, in peer-to-peer (P2P) architecture. That is, we ar...
Yoshihiro Kawano, Tatsuhiro Yonekura
IEEEARES
2008
IEEE
14 years 1 months ago
Rapid Detection of Constant-Packet-Rate Flows
—The demand for effective VoIP and online gaming traffic management methods continues to increase for purposes such as QoS provisioning, usage accounting, and blocking VoIP call...
Kuan-Ta Chen, Jing-Kai Lou
STOC
2012
ACM
251views Algorithms» more  STOC 2012»
11 years 9 months ago
Minimax option pricing meets black-scholes in the limit
Option contracts are a type of financial derivative that allow investors to hedge risk and speculate on the variation of an asset’s future market price. In short, an option has...
Jacob Abernethy, Rafael M. Frongillo, Andre Wibiso...
AIIDE
2007
13 years 9 months ago
Personality-based Adaptation for Teamwork in Game Agents
This paper presents a novel learning framework to provide computer game agents the ability to adapt to the player as well as other game agents. Our technique generally involves a ...
Chek Tien Tan, Ho-Lun Cheng
NETGAMES
2005
ACM
14 years 27 days ago
Traffic characteristics of a massively multi-player online role playing game
This paper presents traffic measurement of a Massively Multiplayer On-line Role Playing Game (MMORPG). This analysis characterizes the MMORPG traffic and shows its implications fo...
Jaecheol Kim, Jaeyoung Choi, Dukhyun Chang, Taekyo...