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CHI
2004
ACM
16 years 6 months ago
Using heuristics to evaluate the playability of games
Heuristics have become an accepted and widely used adjunct method of usability evaluation in Internet and software development. This report introduces Heuristic Evaluation for Pla...
Heather Desurvire, Martin Caplan, Jozsef A. Toth
GECCO
2005
Springer
139views Optimization» more  GECCO 2005»
15 years 12 months ago
Event-driven learning classifier systems for online soccer games
This paper reports on the application of classifier systems to the acquisition of decision-making algorithms for agents in online soccer games. The objective of this research is t...
Yuji Sato, Ryutaro Kanno
MM
2004
ACM
104views Multimedia» more  MM 2004»
15 years 12 months ago
Supporting continuous consistency in multiplayer online games
Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some ...
Frederick W. B. Li, Lewis W. F. Li, Rynson W. H. L...
NETGAMES
2004
ACM
15 years 12 months ago
Realizing bullet time effect in multiplayer games with local perception filters
Local perception filters exploit the limitations of human perception to reduce the effects of network latency in multiplayer computer games. Because they allow temporal distorti...
Jouni Smed, Henrik Niinisalo, Harri Hakonen
WDAG
2004
Springer
130views Algorithms» more  WDAG 2004»
15 years 11 months ago
Distributed Weighted Matching
Abstract. In this paper, we present fast and fully distributed algorithms for matching in weighted trees and general weighted graphs. The time complexity as well as the approximati...
Mirjam Wattenhofer, Roger Wattenhofer