— We propose a simple queueing model for TCP transfers sharing a bottleneck link and examine its behavior when the buffer at the bottleneck is large compared to the bandwidth-del...
This research details the application of non-verbal communication display behaviors to an autonomous humanoid robot, including the use of proxemics, which to date has been seldom ...
Micro-robots will soon be available for deployment by the thousands. Consequently, controlling and coordinating a force this large to accomplish a prescribed task is of great inte...
Character animation is usually reserved for highly skilled animators and computer programmers because few of the available tools allow the novice or casual user to create compelli...
In recent years, advances in software tools have made it easier to analyze interactive system specifications, and the range of their possible behaviors. However, the effort involve...
Behaviors in soccer-agent domains can involve individual plays, several players involved in tactical plays or the whole team trying to follow strategies supported by specific form...
Character behaviors in computer role-playing games have a significant impact on game-play, but are often difficult for game authors to implement and adapt. We present a behavior m...
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer,...
Intelligent non-player characters that exhibit realistic ambient behaviors produce more captivating and immersive stories for the player. However, the creation of nonrepetitive an...
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer,...
A system for controlling the behaviors of an interactive human-like agent, and executing them in real-time, is presented. It relies on an underlying model of continuous behavior, ...
John P. Granieri, Welton Becket, Barry D. Reich, J...
This paper describes an evolutionary way to acquire behaviors of a mobile robot for recognizing environments. We have proposed AEM (Action-based Environment Modeling) approach for...