The creation of life-like believable characters is emerging as the central focus of next-generation game development and is viewed as critical to obtaining true mass-market appeal...
Path planning is a central problem in virtual environments and games. When computer-controlled characters move around in virtual worlds they have to plan their paths to desired loc...
Mark H. Overmars, Ioannis Karamouzas, Roland Gerae...
In many-to-many communication, a session consists of group of users (we call them members) where each one of the members transmits its traffic to all other members in the group. Th...
This paper introduces SCIVE, a Simulation Core for Intelligent Virtual Environments. SCIVE provides a Knowledge Representation Layer (KRL) as a central organizing struc...
We study the flow control and routing decisions of self-interested users in a general congested network where a single profit-maximizing service provider sets prices for different ...