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SAC
2009
ACM
15 years 10 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
AGENTS
2001
Springer
15 years 10 months ago
Adjustable autonomy in real-world multi-agent environments
Through adjustable autonomy (AA), an agent can dynamically vary the degree to which it acts autonomously, allowing it to exploit human abilities to improve its performance, but wi...
Paul Scerri, David V. Pynadath, Milind Tambe
CCO
2001
Springer
161views Combinatorics» more  CCO 2001»
15 years 10 months ago
Branch, Cut, and Price: Sequential and Parallel
Branch, cut, and price (BCP) is an LP-based branch and bound technique for solving large-scale discrete optimization problems (DOPs). In BCP, both cuts and variables can be generat...
Laszlo Ladányi, Ted K. Ralphs, Leslie E. Tr...
ESOP
2001
Springer
15 years 10 months ago
Typestate Checking of Machine Code
We check statically whether it is safe for untrusted foreign machine code to be loaded into a trusted host system. (Here “safety” means that the program abides by a memory-acc...
Zhichen Xu, Thomas W. Reps, Barton P. Miller
ICCS
2001
Springer
15 years 10 months ago
An Application of the Process Mechanism to a Room Allocation Problem Using the pCG Language
The Sisyphus-I initiative consists of a constraint satisfaction problem in which a group of people in a research environment must be allocated rooms. Numerous constraints are detai...
David Benn, Dan Corbett
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