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» The Algorithmics of Solitaire-Like Games
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SIGMOD
2010
ACM
267views Database» more  SIGMOD 2010»
15 years 8 months ago
Processing proximity relations in road networks
Applications ranging from location-based services to multi-player online gaming require continuous query support to monitor, track, and detect events of interest among sets of mov...
Zhengdao Xu, Hans-Arno Jacobsen
SIGGRAPH
2000
ACM
15 years 7 months ago
Surfels: surface elements as rendering primitives
Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects at interactive frame rates. Unlike classical surface discretizations, i.e., tri...
Hanspeter Pfister, Matthias Zwicker, Jeroen van Ba...
146
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SAC
2008
ACM
15 years 2 months ago
A biologically inspired generation of virtual characters
A number of techniques for generating geometric models of human head and body are in use nowadays. Models of human characters are useful in computer games, virtual reality, and ma...
Roberto C. Cavalcante Vieira, Creto Augusto Vidal,...
TCS
2010
15 years 1 months ago
Cops and Robbers from a distance
Cops and Robbers is a pursuit and evasion game played on graphs that has received much attention. We consider an extension of Cops and Robbers, distance k Cops and Robbers, where t...
Anthony Bonato, Ehsan Chiniforooshan, Pawel Pralat
SODA
2012
ACM
278views Algorithms» more  SODA 2012»
13 years 5 months ago
Beyond myopic best response (in Cournot competition)
A Nash Equilibrium is a joint strategy profile at which each agent myopically plays a best response to the other agents’ strategies, ignoring the possibility that deviating fro...
Amos Fiat, Elias Koutsoupias, Katrina Ligett, Yish...