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CN
2007
146views more  CN 2007»
13 years 4 months ago
TCP self-clocking and bandwidth sharing
— 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...
Allen B. Downey
AROBOTS
2007
163views more  AROBOTS 2007»
13 years 4 months ago
Behavioral overlays for non-verbal communication expression on a humanoid robot
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 ...
Andrew G. Brooks, Ronald C. Arkin
WSC
2000
13 years 5 months ago
A formation behavior for large-scale micro-robot force deployment
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...
Donald D. Dudenhoeffer, Michael P. Jones
GRAPHICSINTERFACE
2000
13 years 5 months ago
Animating Athletic Motion Planning By Example
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...
Ronald A. Metoyer, Jessica K. Hodgins
DSVIS
2008
Springer
13 years 6 months ago
Resources for Situated Actions
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...
Gavin J. Doherty, José Creissac Campos, Mic...
ATAL
2008
Springer
13 years 6 months ago
Discovering tactical behavior patterns supported by topological structures in soccer agent domains
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...
Fernando Ramos, Huberto Ayanegui
AIIDE
2007
13 years 6 months ago
Motivational Ambient and Latent Behaviors in Computer RPGs
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,...
AAAI
2007
13 years 6 months ago
A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs
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,...
SI3D
1995
ACM
13 years 8 months ago
Behavioral Control for Real-Time Simulated Human Agents
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...
GECCO
2000
Springer
101views Optimization» more  GECCO 2000»
13 years 8 months ago
Evolutionary Design of Behaviors for Action-Based Environment Modeling by a Mobile Robot
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...
Seiji Yamada