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» Modeling ping times in first person shooter games
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AAAI
2007
13 years 7 months ago
RETALIATE: Learning Winning Policies in First-Person Shooter Games
In this paper we present RETALIATE, an online reinforcement learning algorithm for developing winning policies in team firstperson shooter games. RETALIATE has three crucial chara...
Megan Smith, Stephen Lee-Urban, Hector Muño...
SERP
2004
13 years 6 months ago
Modeling Aspects of the Dynasty 3-D Game
This paper presents the motivation as well as the development for Dynasty, a 3-D game. Dynasty is a multiplayer 3D first person shooter game that is based in Ancient China. Player...
Frederick C. Harris Jr., Brent Devaney, John Kenyo...
GI
2004
Springer
13 years 10 months ago
A Scalable Architecture for Multiplayer Computer Games
: The concept of Massively Multiplayer Games (MMG) recently has spread into all classical genres of real-time computer games. This paper summarizes our work on a novel proxy server...
Jens Müller 0004, Sergei Gorlatch
ATAL
2006
Springer
13 years 8 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
RTAS
2008
IEEE
13 years 11 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