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» Theory as Game: Designing the Game Game
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AIIDE
2008
15 years 8 months ago
Talking with NPCs: Towards Dynamic Generation of Discourse Structures
Dialogue in commercial games is largely created by teams of writers and designers who hand-author every line of dialogue and hand-specify the dialogue structure using finite state...
Christina R. Strong, Michael Mateas
CG
2008
Springer
15 years 8 months ago
Monte-Carlo Tree Search Solver
Recently, Monte-Carlo Tree Search (MCTS) has advanced the field of computer Go substantially. In this article we investigate the application of MCTS for the game Lines of Action (L...
Mark H. M. Winands, Yngvi Björnsson, Jahn-Tak...
FPLAY
2008
15 years 8 months ago
Lessons from Brain Age on password memorability
User authentication involves establishing a user's right to access a system. Most user authentication is done with text passwords, which have advantages over other approaches...
Alain Forget, Sonia Chiasson, Robert Biddle
IJIT
2004
15 years 7 months ago
An HCI Template for Distributed Applications
Both software applications and their development environment are becoming more and more distributed. This trend impacts not only the way software computes, but also how it looks. T...
Xizhi Li
ERSA
2009
149views Hardware» more  ERSA 2009»
15 years 4 months ago
Harnessing Human Computation Cycles for the FPGA Placement Problem
Harnessing human computation is an approach to find problem solutions. In this paper, we investigate harnessing this human computation for a Field Programmable Gate Array (FPGA) p...
Luke Terry, Vladimir Roitch, Shoeb Tufail, Kirit S...