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» Expected Reachability-Time Games
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114
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CCS
2005
ACM
15 years 7 months ago
On the cost-ineffectiveness of redundancy in commercial P2P computing
We present a game-theoretic model of the interactions between server and clients in a constrained family of commercial P2P computations (where clients are financially compensated...
Matthew Yurkewych, Brian Neil Levine, Arnold L. Ro...
IVA
2005
Springer
15 years 7 months ago
Integrating Social Skills in Task-Oriented 3D IVA
Abstract. This paper presents a set of mechanisms oriented to incorporate social information into the decision taking of task-oriented 3DIVA. The aim of this approach is to integra...
Francisco Grimaldo, Miguel Lozano, Fernando Barber...
92
Voted
NETGAMES
2004
ACM
15 years 7 months ago
Some thoughts on emulating jitter for user experience trials
It is usually hard to control the network conditions affecting public online game servers when studying the impact of latency, loss and jitter on user experience. This leads to a ...
Grenville J. Armitage, Lawrence Stewart
95
Voted
NOSSDAV
2004
Springer
15 years 7 months ago
Distributed server replication in large scale networks
Quality of service for high-bandwidth or delay-sensitive applications in the Internet, such as streaming media and online games, can be significantly improved by replicating serv...
Bong-Jun Ko, Dan Rubenstein
HICSS
2003
IEEE
123views Biometrics» more  HICSS 2003»
15 years 7 months ago
Issues in Rational Planning in Multi-Agent Settings
We adopt the decision-theoretic principle of expected utility maximization as a paradigm for designing autonomous rational agents operating in multi-agent environments. We use the...
Piotr J. Gmytrasiewicz