We consider the price of selfish routing in terms of tradeoffs and from an average-case perspective. Each player in a network game seeks to send a message with a certain length by...
We study rerouting policies in a dynamic round-based variant of a well known game theoretic traffic model due to Wardrop. Previous analyses (mostly in the context of selfish routi...
: Recently, realtime ray tracing has been developed to the point where it is becoming a possible alternative to the current rasterization approach for interactive 3D graphics. With...
Recent work has shown that we can dramatically improve the performance of computer games and simulations through declarative processing: Character AI can be written in an imperati...
Ben Sowell, Alan J. Demers, Johannes Gehrke, Nitin...
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, "giving the feeling of...