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648
The Game Trace Archive: A
, 2012
"... Abstract—Spurred by the rapid development of the gaming industry and the expansion of Online Meta-Gaming Networks (OMGNs), many gaming studies and measurements have been conducted in recent years. However, few or no traces of games and OMGNs are publicly available to game researchers and practitione ..."
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Cited by 14 (6 self)
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Abstract—Spurred by the rapid development of the gaming industry and the expansion of Online Meta-Gaming Networks (OMGNs), many gaming studies and measurements have been conducted in recent years. However, few or no traces of games and OMGNs are publicly available to game researchers
Building a trace-based system for real-time strategy game traces
- In Proceedings of EXPPORT: EXperience reuse: Provenance, Process-ORientation and Traces, ICCBR 2013
, 2013
"... Abstract. We describe the conception of a visualization and transfor-mation tool for traces of the real-time strategy (RTS) computer game StarCraft. The development of our tool StarTrace is driven by the do-main the traces originate from as well as the observable elements those traces contain. We el ..."
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Cited by 1 (0 self)
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Abstract. We describe the conception of a visualization and transfor-mation tool for traces of the real-time strategy (RTS) computer game StarCraft. The development of our tool StarTrace is driven by the do-main the traces originate from as well as the observable elements those traces contain. We
Cheat-Proof Playout for Centralized and Distributed Online Games
, 2001
"... We explore exploits possible for cheating in real-time, multiplayer games for both client-server and distributed, serverless architectures. We offer the first formalization of cheating in online games and propose an initial set of strong solutions. We propose a protocol that has provable anti-cheati ..."
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Cited by 109 (2 self)
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communication performance. This technique is applicable to common game features as well as clustering and cell-based techniques for massively multiplayer games. Our performance claims are backed by analysis using a simulation based on real game traces. I.
The Trust and Tracing game
- In: Proceedings of 7th Int. workshop on experiential learning. IFIP WG 5.7 SIG conference
, 2003
"... This paper introduces the Trust and Tracing game. The game is an operationalization of the Trader’s Predicament, a variation of the Prisoners Dilemma aimed at asynchronous, serial transactions of products with invisible attributes. This type of transactions places the buyer in a dilemma, because he ..."
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Cited by 4 (1 self)
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This paper introduces the Trust and Tracing game. The game is an operationalization of the Trader’s Predicament, a variation of the Prisoners Dilemma aimed at asynchronous, serial transactions of products with invisible attributes. This type of transactions places the buyer in a dilemma, because he
Discrimination in a Segmented Society: An Experimental Approach
- QUARTERLY JOURNAL OF ECONOMICS 116:351–77
, 2001
"... This paper proposes an experimental approach to studying different aspects of discrimination. We let participants play various games with opponents of distinct ethnic affiliation. Strategies based upon such ethnic affiliation provide direct evidence of ethnic discrimination. This approach was utiliz ..."
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Cited by 169 (3 self)
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.” The “ultimatum game” enabled us to trace another ethnic stereotype that reversed the discrimination’s direction. One of the surprising results is that this ethnic discrimination is an entirely male phenomenon.
Ray Tracing As The Future Of Computer Games
- Department of Computer Science, University of Utrecht
, 1999
"... To increase graphical realism in future 3D computer games, ray tracing might become a rendering technique used. This, because ray tracing is easy to implement and it can deliver very realistic graphics. Unfortunately, ray tracing is very computational intensive and as such not suited for real-time a ..."
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Cited by 1 (0 self)
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To increase graphical realism in future 3D computer games, ray tracing might become a rendering technique used. This, because ray tracing is easy to implement and it can deliver very realistic graphics. Unfortunately, ray tracing is very computational intensive and as such not suited for real
Alternating refinement relations
- In Proceedings of the Ninth International Conference on Concurrency Theory (CONCUR’98), volume 1466 of LNCS
, 1998
"... Abstract. Alternating transition systems are a general model for composite systems which allow the study of collaborative as well as adversarial relationships between individual system components. Unlike in labeled transition systems, where each transition corresponds to a possible step of the syste ..."
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Cited by 166 (20 self)
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trace containment is PSPACE-complete, we establish alternating trace containment to be EXPTIME-complete. Finally, we present logical characterizations for the two preorders in terms of ATL, a temporal logic capable of referring to games between system components. 1
Rectangular Hybrid Games
- In CONCUR 99, LNCS 1664
, 1999
"... In order to study control problems for hybrid systems, we generalize hybrid automata to hybrid games -- say, controller vs. plant. If we specify the continuous dynamics by constant lower and upper bounds, we obtain rectangular games. We show that for rectangular games with objectives expressed in Lt ..."
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Cited by 40 (4 self)
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, and rectangular games induce successively weaker, but still finite, quotient structures called game bisimilarity, game similarity, and game trace equivalence. These quotients can be used, in particular, to solve the Ltl control problem.
Networked Game Mobility Model for First-
"... This paper proposes the Networked Game Mobility Model (NGMM), for synthesising mobility in First-Person-Shooter (FPS) networked games. Current networked game research focuses on modelling low-level aspects, such as packet inter-arrival times and packet sizes, to optimise network traffic and efficien ..."
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and efficient use of gaming servers. Due to the increasing popularity of multiplayer online games, the need has arisen to develop more realistic models. NGMM is such a model that utilises application level aspects of networked game traces to statistically model FPS games. It is believed that an understanding
RPU: A Programmable Ray Processing Unit for Realtime Ray Tracing
- ACM Trans. Graph
, 2005
"... with shadows and refractions), a Conference room (5.5 fps, without shadows), reflective and refractive Spheres-RT in an office (4.5 fps), and UT2003 a scene from a current computer game (7.5 fps, precomputed illumination). Recursive ray tracing is a simple yet powerful and general approach for accur ..."
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Cited by 93 (4 self)
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with shadows and refractions), a Conference room (5.5 fps, without shadows), reflective and refractive Spheres-RT in an office (4.5 fps), and UT2003 a scene from a current computer game (7.5 fps, precomputed illumination). Recursive ray tracing is a simple yet powerful and general approach
Results 1 - 10
of
648