Sciweavers

EGH
2010
Springer
13 years 9 months ago
Texture compression of light maps using smooth profile functions
Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture comp...
Jim Rasmusson, Jacob Ström, Per Wennersten, M...
DCC
2010
IEEE
13 years 9 months ago
Optimization of Overlapped Tiling for Efficient 3D Image Retrieval
Remote visualization of an arbitrary 2-D planar "cut" from a large volumetric dataset with random access has both gained importance and posed significant challenges over...
Zihong Fan, Antonio Ortega
CGVR
2010
13 years 9 months ago
Triangulation-free 3D Reconstruction from LiDAR Data
We demonstrate a generic method for visualization of high-resolution unorganized and noisy 3D data points with a surface of significantly lower resolution. To this effect, we feed...
Yusuf Sahillioglu
CG
2010
Springer
13 years 9 months ago
Scalability and Parallelization of Monte-Carlo Tree Search
Monte-Carlo Tree Search is now a well established algorithm, in games and beyond. We analyze its scalability, and in particular its limitations, and the implications in terms of pa...
Amine Bourki, Guillaume Chaslot, Matthieu Coulm, V...
CG
2010
Springer
13 years 9 months ago
Monte-Carlo Simulation Balancing in Practice
Simulation balancing is a new technique to tune parameters of a playout policy for a Monte-Carlo game-playing program. So far, this algorithm had only been tested in a very artific...
Shih-Chieh Huang, Rémi Coulom, Shun-Shii Li...
CG
2010
Springer
13 years 9 months ago
A Principled Method for Exploiting Opening Books
We used in the past a lot of computational power and human expertise for having a very big dataset of good 9x9 Go games, in order to build an opening book. We improved a lot the al...
Romaric Gaudel, Jean-Baptiste Hoock, Julien Perez,...
CG
2010
Springer
13 years 9 months ago
Biasing Monte-Carlo Simulations through RAVE Values
Abstract. The Monte-Carlo Tree Search algorithm has been successfully applied in various domains. However, its performance heavily depends on the Monte-Carlo part. In this paper, w...
Arpad Rimmel, Fabien Teytaud, Olivier Teytaud
CG
2010
Springer
13 years 9 months ago
Score Bounded Monte-Carlo Tree Search
Monte-Carlo Tree Search (MCTS) is a successful algorithm used in many state of the art game engines. We propose to improve a MCTS solver when a game has more than two outcomes. It ...
Tristan Cazenave, Abdallah Saffidine
CG
2010
Springer
13 years 9 months ago
A Human-Computer Team Experiment for 9x9 Go
Monte Carlo Tree Search has given computer go a significant boost in strength the past few years, but progress seems to have slowed, and once again we have to ask ourselves how can...
Darren Cook