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» Automatic Generation of Game Level Solutions as Storyboards
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ICIDS
2009
Springer
15 years 4 months ago
Bridging Media with the Help of Players
We suggest harvesting the power of multiplayer design to bridge content across different media platforms and develop player-driven cross-media experiences. This paper first argues ...
Michael Nitsche, Matthew Drake, Janet Murray
DAC
1999
ACM
15 years 2 months ago
Test Generation for Gigahertz Processors Using an Automatic Functional Constraint Extractor
As the sizes of general and special purpose processors increase rapidly, generating high quality manufacturing tests which can be run at native speeds is becoming a serious proble...
Raghuram S. Tupuri, Arun Krishnamachary, Jacob A. ...
ERSA
2008
145views Hardware» more  ERSA 2008»
14 years 11 months ago
Multicore Devices: A New Generation of Reconfigurable Architectures
For two decades, reconfigurable computing systems have provided an attractive alternative to fixed hardware solutions. Reconfigurable computing systems have demonstrated the low c...
Steven A. Guccione
GAMEON
2000
14 years 11 months ago
Artificial Life Techniques for Generating Controllers for Physically Modelled Characters
The realistic physical modelling of characters in games and virtual worlds is becoming a viable alternative to more traditional animation techniques. Physical modelling can enhanc...
Tim Taylor
ECML
2004
Springer
15 years 3 months ago
Model Approximation for HEXQ Hierarchical Reinforcement Learning
HEXQ is a reinforcement learning algorithm that discovers hierarchical structure automatically. The generated task hierarchy repthe problem at different levels of abstraction. In ...
Bernhard Hengst