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NETGAMES
2004
ACM
15 years 3 months ago
Accuracy in dead-reckoning based distributed multi-player games
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dea...
Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, ...
89
Voted
MM
2009
ACM
126views Multimedia» more  MM 2009»
15 years 4 months ago
MOGFUN: musical mObile group for FUN
The computational power and sensory capabilities of mobile devices are increasing dramatically these days, rendering them suitable for real-time sound synthesis and various musica...
Yinsheng Zhou, Zhonghua Li, Dillion Tan, Graham Pe...
IWANN
2009
Springer
15 years 4 months ago
A Genetic Algorithm for ANN Design, Training and Simplification
This paper proposes a new evolutionary method for generating ANNs. In this method, a simple real-number string is used to codify both architecture and weights of the networks. Ther...
Daniel Rivero, Julian Dorado, Enrique Ferná...
IWCMC
2006
ACM
15 years 3 months ago
Performance enhancing proxy for interactive 3G network gaming
Unlike non-time-critical applications like email and file transfer, network games demand timely data delivery to maintain the seemingly interactive presence of players in the vir...
Gene Cheung, Takashi Sakamoto, Michael Sweeney
76
Voted
ATVA
2008
Springer
86views Hardware» more  ATVA 2008»
14 years 11 months ago
NetQi: A Model Checker for Anticipation Game
Abstract. NetQi is a freely available model-checker designed to analyze network incidents such as intrusion. This tool is an implementation of the anticipation game framework, a va...
Elie Bursztein