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162
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AIIDE
2008
15 years 7 months ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
NOSSDAV
2005
Springer
15 years 10 months ago
MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games
In this paper we propose a fully distributed peer-to-peer (P2P) infrastructure supporting Networked Virtual Environment (NVE) applications, such as massively multiplayer online ga...
Anthony (Peiqun) Yu, Son T. Vuong
152
Voted
CCS
2010
ACM
15 years 6 months ago
Securing wireless sensor networks against large-scale node capture attacks
Securing wireless sensor networks against node capture is a challenging task. All well-known random key pre-distribution systems, including the Eschenauer and Gligor's pionee...
Tuan Manh Vu, Reihaneh Safavi-Naini, Carey William...
MOBISYS
2009
ACM
16 years 5 months ago
Leveraging smart phones to reduce mobility footprints
Mobility footprint refers to the size, weight, and energy demand of the hardware that must be carried by a mobile user to be effective at any time and place. The ideal of a zero m...
Stephen Smaldone, Benjamin Gilbert, Nilton Bila, L...
CGO
2010
IEEE
15 years 12 months ago
Automated just-in-time compiler tuning
Managed runtime systems, such as a Java virtual machine (JVM), are complex pieces of software with many interacting components. The Just-In-Time (JIT) compiler is at the core of t...
Kenneth Hoste, Andy Georges, Lieven Eeckhout