Sciweavers

4435 search results - page 272 / 887
» Algorithms, games, and the internet
Sort
View
CONCUR
1997
Springer
15 years 11 months ago
Modularity for Timed and Hybrid Systems
Abstract. In a trace-based world, the modular speci cation, veri cation, and control of live systems require each module to be receptive that is, each module must be able to meet i...
Rajeev Alur, Thomas A. Henzinger
FLAIRS
2007
15 years 9 months ago
Towards Player Preference Modeling for Drama Management in Interactive Stories
There is a growing interest in producing story based game experiences that do not follow fixed scripts predefined by the author, but change the experience based on actions perfo...
Manu Sharma, Santiago Ontañón, Chris...
ICANN
2010
Springer
15 years 7 months ago
Multi-Dimensional Deep Memory Atari-Go Players for Parameter Exploring Policy Gradients
Abstract. Developing superior artificial board-game players is a widelystudied area of Artificial Intelligence. Among the most challenging games is the Asian game of Go, which, des...
Mandy Grüttner, Frank Sehnke, Tom Schaul, J&u...
ICST
2009
IEEE
15 years 4 months ago
Timed Testing under Partial Observability
This paper studies the problem of model-based testing of real-time systems that are only partially observable. We model the System Under Test (SUT) using Timed Game Automata (TGA)...
Alexandre David, Kim Guldstrand Larsen, Shuhao Li,...
CN
2008
76views more  CN 2008»
15 years 6 months ago
Fast retransmit and fast recovery schemes of transport protocols: A survey and taxonomy
Although there are two standard transport protocols, TCP and UDP, offering services in the Internet, the majority of the traffic over the Internet is TCP-based. TCP-based applicat...
Cheng-Yuan Ho, Yaw-Chung Chen, Yi-Cheng Chan, Chen...