Sciweavers

279 search results - page 30 / 56
» Timed Concurrent Game Structures
Sort
View
PPOPP
2006
ACM
14 years 2 months ago
McRT-STM: a high performance software transactional memory system for a multi-core runtime
Applications need to become more concurrent to take advantage of the increased computational power provided by chip level multiprocessing. Programmers have traditionally managed t...
Bratin Saha, Ali-Reza Adl-Tabatabai, Richard L. Hu...
ICC
2007
IEEE
14 years 3 months ago
Just-in-Time Online Scheduling for WDM EPONs
Abstract— We propose an improved online scheduler for multichannel or Wavelength Division Multiplexed (WDM) Ethernet Passive Optical Network (EPON) upstream transmission. This sc...
Michael P. McGarry, Martin Reisslein, Charles J. C...
EVOW
2010
Springer
14 years 3 months ago
Evolving 3D Buildings for the Prototype Video Game Subversion
We investigate user-guided evolution for the development of virtual 3D building structures for the prototype (commercial) game Subversion, which is being developed by Introversion ...
Andrew Martin, Andrew Lim, Simon Colton, Cameron B...
SASP
2008
IEEE
153views Hardware» more  SASP 2008»
14 years 3 months ago
TRaX: A Multi-Threaded Architecture for Real-Time Ray Tracing
Ray tracing is a technique used for generating highly realistic computer graphics images. In this paper, we explore the design of a simple but extremely parallel, multi-threaded, ...
Josef B. Spjut, Solomon Boulos, Daniel Kopta, Erik...
GLOBECOM
2007
IEEE
14 years 3 months ago
Constrained Stochastic Games in Wireless Networks
—We consider the situation where N nodes share a common access point. With each node i there is an associated buffer and channel state that change in time. Node i dynamically cho...
Eitan Altaian, Konstantin Avrachenkov, Nicolas Bon...