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VC
2008
138views more  VC 2008»
14 years 9 months ago
A GPU-based light hierarchy for real-time approximate illumination
Illumination rendering including environment lighting, indirect illumination, and subsurface scattering plays for many graphics applications such as games and VR systems. However, ...
Hyunwoo Ki, Kyoungsu Oh
ANOR
2002
92views more  ANOR 2002»
14 years 9 months ago
Nash Equilibrium and Subgame Perfection in Observable Queues
A subgame perfection refinement of Nash equilibrium is suggested for games of the following type: each of an infinite number of identical players selects an action using his privat...
Refael Hassin, Moshe Haviv
ICIP
2009
IEEE
14 years 7 months ago
Automatic discovery of image families: Global vs. local features
Gathering a large collection of images has been made quite easy by social and image sharing websites, e.g. flickr.com. However, using such collections faces the problem that they ...
Mohamed Aly, Peter Welinder, Mario E. Munich, Piet...
JCIT
2010
106views more  JCIT 2010»
14 years 4 months ago
Clearing Policy for an Specialist Agent in Marketing Strategies
This work discusses clearing policy used by a specialist agent on marketing strategies under the rules of TAC CAT agents International Tournament. The goal of this agent is to cre...
Miriam Salcedo H., Darnes Vilarino A., Fabiola Lop...
SPAA
2006
ACM
15 years 3 months ago
Network design with weighted players
We consider a model of game-theoretic network design initially studied by Anshelevich et al. [2], where selfish players select paths in a network to minimize their cost, which is...
Ho-Lin Chen, Tim Roughgarden