A virtual plague is a process in which a behavior-affecting property spreads among characters in a Massively Multiplayer Online Game (MMOG). The MMOG individuals constitute a synt...
We introduce a game setting called a joint process, where the history of actions determine the state, and the state and agent properties determine the payoff. This setting is a sp...
Consider the following game. Given a network with a continuum of users at some origins, suppose that users wish to reach specic destinations, but that they are not indierent to the...
The modeling of Internet quality of service (QoS) provisioning is a multidisciplinary research subject. From the viewpoint of game theory, we propose a model that combines QoS inde...
Building credible Non-Playing Characters (NPCs) in games requires not only to enhance the graphic animation but also the behavioral model. This paper tackles the problem of the dy...