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» Algorithms, games, and the internet
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GLOBECOM
2007
IEEE
16 years 1 months ago
PMTA: Potential-Based Multicast Tree Algorithm with Connectivity Restricted Hosts
— A large number of overlay protocols have been developed, almost all of which assume each host has two-way communication capability. However, this does not hold as the deploymen...
Xiaohui Shi, Yang Chen, Guohan Lu, Beixing Deng, X...
JNW
2008
79views more  JNW 2008»
15 years 6 months ago
A Proportional Jitter Scheduling and Buffer Management Algorithm for Differentiated Services Networks
This paper proposes a method for scheduling and buffer management in differentiated services networks which is based on JoBS algorithm. JoBS differentiates traffic classes base on ...
Mohammad Hossien Yaghmaee, Ghazale Khojasteh Tousi
ICMCS
2006
IEEE
152views Multimedia» more  ICMCS 2006»
16 years 23 days ago
GPCD: Grid-based Predictive Collision Detection for Large-scale Environments in Computer Games
Given a time horizon parameter h and an object set O, predictive collision detection finds all the object pairs < oi, oj, ti > which will collide in the future time interva...
Zhiwen Yu, Hau-San Wong
VL
1996
IEEE
130views Visual Languages» more  VL 1996»
15 years 11 months ago
Seeing Systolic Computations in a Video Game World
ToonTalkTM is a general-purpose concurrent programming system in which the source code is animated and the programming environment is like a me. Every abstract computational aspec...
Kenneth M. Kahn
ICWS
2007
IEEE
15 years 8 months ago
Improved Matchmaking Algorithm for Semantic Web Services Based on Bipartite Graph Matching
The ability to dynamically discover and invoke a Web Service is a critical aspect of Service Oriented Architectures. An important component of the discovery process is the matchma...
Umesh Bellur, Roshan Kulkarni