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» Game Theory with Costly Computation
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104
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CIS
2005
Springer
15 years 7 months ago
Moving Block Sequence and Organizational Evolutionary Algorithm for General Floorplanning
⎯A new nonslicing floorplan representation, the moving block sequence (MBS), is proposed in this paper. Our idea of the MBS originates from the observation that placing blocks on...
Jing Liu, Weicai Zhong, Licheng Jiao
NETGAMES
2003
ACM
15 years 7 months ago
Priority-based distribution trees for application-level multicast
In this paper, we propose a novel multicast routing algorithm that is based on application-level priorities and network characteristics: The application may specify an individual ...
Jürgen Vogel, Jörg Widmer, Dirk Farin, M...
SPAA
2003
ACM
15 years 7 months ago
Online oblivious routing
We consider an online version of the oblivious routing problem. Oblivious routing is the problem of picking a routing between each pair of nodes (or a set of ows), without knowled...
Nikhil Bansal, Avrim Blum, Shuchi Chawla, Adam Mey...
97
Voted
CVGIP
2006
116views more  CVGIP 2006»
15 years 1 months ago
Autonomous behaviors for interactive vehicle animations
We present a method for synthesizing animations of autonomous space, water, and land-based vehicles in games or other interactive simulations. Controlling the motion of such vehic...
Jared Go, Thuc D. Vu, James J. Kuffner
ICCV
2011
IEEE
14 years 1 months ago
Home 3D Body Scans from Noisy Image and Range Data
The 3D shape of the human body is useful for applications in fitness, games and apparel. Accurate body scanners, however, are expensive, limiting the availability of 3D body mode...
Alex Weiss, David Hirshberg, Michael Black