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FDG
2009
ACM
15 years 8 months ago
Perspectives, frame rates and resolutions: it's all in the game
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Pr...
Mark Claypool, Kajal T. Claypool
GRAPHICSINTERFACE
2007
15 years 3 months ago
Adapting wavelet compression to human motion capture clips
Motion capture data is an effective way of synthesizing human motion for many interactive applications, including games and simulations. A compact, easy-to-decode representation i...
Philippe Beaudoin, Pierre Poulin, Michiel van de P...
WSC
2000
15 years 3 months ago
Improved decision processes through simultaneous simulation and time dilation
Simulation models are often not used to their full potential in the decision-making process. The default simulation strategy of simple serial replication of fixed length runs mean...
Paul Hyden, Lee Schruben
123
Voted
JAIR
2006
160views more  JAIR 2006»
15 years 1 months ago
Anytime Point-Based Approximations for Large POMDPs
The Partially Observable Markov Decision Process has long been recognized as a rich framework for real-world planning and control problems, especially in robotics. However exact s...
Joelle Pineau, Geoffrey J. Gordon, Sebastian Thrun
CVPR
2006
IEEE
16 years 3 months ago
Off-road Path Following using Region Classification and Geometric Projection Constraints
We describe a realtime system for finding and tracking unstructured paths in off-road conditions. The system was designed as part of the recent Darpa Grand Challenge and was teste...
Yaniv Alon, Andras Ferencz, Amnon Shashua