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AIIDE
2008
15 years 2 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
GAMEON
2003
15 years 1 months ago
A Multiplayer Case Based Story Engine
This paper describes the development of an expert casebased character director system which dynamically generates and controls a story, which is played out in a multiplayer networ...
Chris Fairclough, Padraig Cunningham
INFOCOM
2008
IEEE
15 years 6 months ago
Modeling Resource Sharing Dynamics of VoIP Users over a WLAN Using a Game-Theoretic Approach
—We consider a scenario in which users share an access point and are mainly interested in VoIP applications. Each user is allowed to adapt to varying network conditions by choosi...
Edson H. Watanabe, Daniel S. Menasché, Edmu...
CEC
2007
IEEE
15 years 6 months ago
Asynchronous spatial evolutionary games: spatial patterns, Diversity and Chaos
— Over the past 50 years, much attention has been given to the Prisoner’s Dilemma as a metaphor for problems surrounding the evolution and maintenance of cooperative and altrui...
David Newth, David Cornforth
GECCO
2008
Springer
149views Optimization» more  GECCO 2008»
15 years 23 days ago
Real-time imitation-based adaptation of gaming behaviour in modern computer games
In the course of the recent complexification and sophistication of commercial computer games, the creation of competitive artificial players that are able to behave intelligentl...
Steffen Priesterjahn, Alexander Weimer, Markus Ebe...