Sciweavers

33 search results - page 6 / 7
» Verbal coordination in first person shooter games
Sort
View
DAC
2006
ACM
15 years 11 months ago
Games are up for DVFS
Graphics-intensive computer games are no longer restricted to highperformance desktops, but are also available on a variety of portable devices ranging from notebooks to PDAs and ...
Yan Gu, Samarjit Chakraborty, Wei Tsang Ooi
RTAS
2008
IEEE
15 years 4 months ago
A Hybrid DVS Scheme for Interactive 3D Games
Interactive 3D games are now widely available on a variety of mobile devices for which battery-life is a major concern. Many of these devices support voltage/frequencyscalable pro...
Yan Gu, Samarjit Chakraborty
NETGAMES
2006
ACM
15 years 4 months ago
Post-game estimation of game client RTT and hop count distributions
In first person shooter (FPS) games the round trip time (RTT) (delay, or ‘lag’) between a client and server is an important criterion for players when deciding which server to ...
Grenville J. Armitage, Carl Javier, Sebastian Zand...
AIIDE
2008
15 years 10 days ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
ATAL
2006
Springer
15 years 1 months ago
Robust recognition of physical team behaviors using spatio-temporal models
This paper presents a framework for robustly recognizing physical team behaviors by exploiting spatio-temporal patterns. Agent team behaviors in athletic and military domains typi...
Gita Sukthankar, Katia P. Sycara