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SOFSEM
2009
Springer
15 years 6 months ago
-Hardness of Pure Nash Equilibrium in Scheduling and Connection Games
We prove NP-hardness of pure Nash equilibrium for some problems of scheduling games and connection games. The technique is standard: first, we construct a gadget without the desir...
Nguyen Kim Thang
99
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NETGAMES
2006
ACM
15 years 3 months ago
A peer-to-peer architecture for massive multiplayer online games
Massive Multiplayer Online Games with their virtual gaming worlds grow in user numbers as well as in the size of the virtual worlds. With this growth comes a significant increase...
Thorsten Hampel, Thomas Bopp, Robert Hinn
EWCBR
2008
Springer
14 years 11 months ago
Visualizing and Evaluating Complexity of Textual Case Bases
We present an approach to visualize textual case bases by "stacking" similar cases and features close to each other in an image derived from the casefeature matrix. We pr...
Sutanu Chakraborti, Ulises Cerviño Beresi, ...
CVIU
2011
14 years 1 months ago
Graph-based quadratic optimization: A fast evolutionary approach
Quadratic optimization lies at the very heart of many structural pattern recognition and computer vision problems, such as graph matching, object recognition, image segmentation, ...
Samuel Rota Bulò, Marcello Pelillo, Immanue...
DIGRA
2005
Springer
15 years 3 months ago
Designing Goals for Online Role-Players
The increasing popularity of persistent worlds and the predicted rise of pervasive gaming, both having a strong inherent potential for role-playing, stress a classical challenge o...
Markus Montola