Sciweavers

33 search results - page 6 / 7
» Verbal coordination in first person shooter games
Sort
View
DAC
2006
ACM
14 years 8 months ago
Games are up for DVFS
Graphics-intensive computer games are no longer restricted to highperformance desktops, but are also available on a variety of portable devices ranging from notebooks to PDAs and ...
Yan Gu, Samarjit Chakraborty, Wei Tsang Ooi
RTAS
2008
IEEE
14 years 1 months ago
A Hybrid DVS Scheme for Interactive 3D Games
Interactive 3D games are now widely available on a variety of mobile devices for which battery-life is a major concern. Many of these devices support voltage/frequencyscalable pro...
Yan Gu, Samarjit Chakraborty
NETGAMES
2006
ACM
14 years 1 months ago
Post-game estimation of game client RTT and hop count distributions
In first person shooter (FPS) games the round trip time (RTT) (delay, or ‘lag’) between a client and server is an important criterion for players when deciding which server to ...
Grenville J. Armitage, Carl Javier, Sebastian Zand...
AIIDE
2008
13 years 9 months ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
ATAL
2006
Springer
13 years 11 months ago
Robust recognition of physical team behaviors using spatio-temporal models
This paper presents a framework for robustly recognizing physical team behaviors by exploiting spatio-temporal patterns. Agent team behaviors in athletic and military domains typi...
Gita Sukthankar, Katia P. Sycara