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SAC
2009
ACM
15 years 5 months ago
Aspect-oriented procedural content engineering for game design
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...
Walter Cazzola, Diego Colombo, Duncan Harrison
ICPP
1998
IEEE
15 years 5 months ago
High-Level Information - An Approach for Integrating Front-End and Back-End Compilers
We propose a new universal High-Level Information (HLI) format to effectively integrate front-end and back-end compilers by passing front-end information to the back-end compiler....
Sangyeun Cho, Jenn-Yuan Tsai, Yonghong Song, Bixia...
APPROX
2010
Springer
207views Algorithms» more  APPROX 2010»
15 years 2 months ago
Exploiting Concavity in Bimatrix Games: New Polynomially Tractable Subclasses
Abstract. We study the fundamental problem of computing an arbitrary Nash equilibrium in bimatrix games. We start by proposing a novel characterization of the set of Nash equilibri...
Spyros C. Kontogiannis, Paul G. Spirakis
110
Voted
DAGSTUHL
1996
15 years 2 months ago
Global Control for Partial Deduction through Characteristic Atoms and Global Trees
Recently, considerable advances have been made in the (on-line) control of logic program specialisation. A clear conceptual distinction has been established between local and glob...
Michael Leuschel, Bern Martens
96
Voted
CORR
2010
Springer
135views Education» more  CORR 2010»
15 years 1 months ago
Information Distance
While Kolmogorov complexity is the accepted absolute measure of information content in an individual finite object, a similarly absolute notion is needed for the information distan...
Charles H. Bennett, Péter Gács, Ming...