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» A Temporal Proof System for General Game Playing
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NETGAMES
2004
ACM
16 years 2 days ago
Accuracy in dead-reckoning based distributed multi-player games
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dea...
Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, ...
JAIR
2008
157views more  JAIR 2008»
15 years 6 months ago
Learning to Reach Agreement in a Continuous Ultimatum Game
It is well-known that acting in an individually rational manner, according to the principles of classical game theory, may lead to sub-optimal solutions in a class of problems nam...
Steven de Jong, Simon Uyttendaele, Karl Tuyls
IWMM
2010
Springer
173views Hardware» more  IWMM 2010»
15 years 11 months ago
CETS: compiler enforced temporal safety for C
Temporal memory safety errors, such as dangling pointer dereferences and double frees, are a prevalent source of software bugs in unmanaged languages such as C. Existing schemes t...
Santosh Nagarakatte, Jianzhou Zhao, Milo M. K. Mar...
INFOCOM
2005
IEEE
16 years 7 days ago
On the interaction between overlay routing and underlay routing
— In this paper, we study the interaction between overlay routing and Traffic Engineering (TE) in a single Autonomous System (AS). We formulate this interaction as a twoplayer n...
Yong Liu, Honggang Zhang, Weibo Gong, Donald F. To...
AIIDE
2008
15 years 9 months ago
Talking with NPCs: Towards Dynamic Generation of Discourse Structures
Dialogue in commercial games is largely created by teams of writers and designers who hand-author every line of dialogue and hand-specify the dialogue structure using finite state...
Christina R. Strong, Michael Mateas