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ACMACE
2006
ACM
16 years 9 days ago
Motivated reinforcement learning for non-player characters in persistent computer game worlds
Massively multiplayer online computer games are played in complex, persistent virtual worlds. Over time, the landscape of these worlds evolves and changes as players create and pe...
Kathryn Elizabeth Merrick, Mary Lou Maher
IUI
2006
ACM
16 years 9 days ago
Automatic construction of personalized customer interfaces
Interface personalization can improve a user’s performance and subjective impression of interface quality and responsiveness. Personalization is difficult to implement as it req...
Robert Price, Russell Greiner, Gerald Häubl, ...
SIGECOM
2006
ACM
125views ECommerce» more  SIGECOM 2006»
16 years 8 days ago
Minimum payments that reward honest reputation feedback
Online reputation mechanisms need honest feedback to function effectively. Self interested agents report the truth only when explicit rewards offset the cost of reporting and th...
Radu Jurca, Boi Faltings
SIGMETRICS
2006
ACM
16 years 8 days ago
Stardust: tracking activity in a distributed storage system
Performance monitoring in most distributed systems provides minimal guidance for tuning, problem diagnosis, and decision making. Stardust is a monitoring infrastructure that repla...
Eno Thereska, Brandon Salmon, John D. Strunk, Matt...
AMFG
2005
IEEE
217views Biometrics» more  AMFG 2005»
15 years 12 months ago
An Investigation of Model Bias in 3D Face Tracking
3D tracking of faces in video streams is a difficult problem that can be assisted with the use of a priori knowledge of the structure and appearance of the subject’s face at pred...
Douglas Fidaleo, Gérard G. Medioni, Pascal ...