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ICRA
2005
IEEE
124views Robotics» more  ICRA 2005»
15 years 10 months ago
Swarm Coordination for Pursuit Evasion Games using Sensor Networks
— In this work we consider the problem of pursuit evasion games (PEGs) where a group of pursuers is required to detect, chase and capture a group of evaders with the aid of a sen...
Luca Schenato, Songhwai Oh, Shankar Sastry, Prasan...
ICCBR
2005
Springer
15 years 10 months ago
Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game
While several researchers have applied case-based reasoning techniques to games, only Ponsen and Spronck (2004) have addressed the challenging problem of learning to win real-time ...
David W. Aha, Matthew Molineaux, Marc J. V. Ponsen
DRM
2006
Springer
15 years 8 months ago
Consumers, fans, and control: what the games industry can teach Hollywood about DRM
Through legislation and technology the film industry has been seeking to fully control usage of the bits it creates; their model is "restrictive" digital-rights manageme...
Susan Landau, Renée Stratulate, Doug Twille...
EWCBR
2008
Springer
15 years 6 months ago
Real-Time Plan Adaptation for Case-Based Planning in Real-Time Strategy Games
Abstract. Case-based planning (CBP) is based on reusing past successful plans for solving new problems. CBP is particularly useful in environments where the large amount of time re...
Neha Sugandh, Santiago Ontañón, Ashw...
WEBIST
2008
15 years 6 months ago
A Web-Based Version of a Trivial Game to Promote Galician Culture
We present in this paper the architecture and some implementation details of a web-based version of a Trivial game. Our implementation achieves such a high degree of interactivity ...
Miguel Rodríguez Luaces, Oscar Pedreira, &A...