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GAMEON
2000
15 years 8 months ago
RC++ A Rule Based Language for Game AI
"Game AI" is the high-level control code for computer entertainment applications. Games are diverse, and the nature of game AI reflects this diversity. However, game AI,...
Ian Wright, James A. R. Marshall
OSDI
2002
ACM
16 years 7 months ago
Vertigo: Automatic Performance-Setting for Linux
Combining high performance with low power consumption is becoming one of the primary objectives of processor designs. Instead of relying just on sleep mode for conserving power, a...
Krisztián Flautner, Trevor N. Mudge
AOSD
2009
ACM
16 years 1 months ago
Dependent advice: a general approach to optimizing history-based aspects
Many aspects for runtime monitoring are history-based: they contain pieces of advice that execute conditionally, based on the observed execution history. History-based aspects are...
Eric Bodden, Feng Chen, Grigore Rosu
LICS
2009
IEEE
16 years 1 months ago
Ludics with Repetitions (Exponentials, Interactive Types and Completeness)
Abstract. Ludics is peculiar in the panorama of game semantics: we first have the definition of interaction-composition and then we have semantical types, as a set of strategies ...
Michele Basaldella, Claudia Faggian
IPPS
2006
IEEE
16 years 20 days ago
Dynamic multi phase scheduling for heterogeneous clusters
Distributed computing systems are a viable and less expensive alternative to parallel computers. However, concurrent programming methods in distributed systems have not been studi...
Florina M. Ciorba, Theodore Andronikos, Ioannis Ri...