• Documents
  • Authors
  • Tables
  • Log in
  • Sign up
  • MetaCart
  • DMCA
  • Donate

CiteSeerX logo

Advanced Search Include Citations

Tools

Sorted by:
Try your query at:
Semantic Scholar Scholar Academic
Google Bing DBLP
Results 1 - 10 of 648
Next 10 →

The Game Trace Archive: A

by Yong Guo, Ru Iosup , 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 ..."
Abstract - Cited by 14 (6 self) - Add to MetaCart
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

by Stefan Wender, Ian Watson - 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 ..."
Abstract - Cited by 1 (0 self) - Add to MetaCart
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

by Nathaniel Baughman, Brian Neil Levine , 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 ..."
Abstract - Cited by 109 (2 self) - Add to MetaCart
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

by Sebastiaan Meijer, Gert Jan Hofstede - 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 ..."
Abstract - Cited by 4 (1 self) - Add to MetaCart
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

by Chaim Fershtman, Uri Gneezy - 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 ..."
Abstract - Cited by 169 (3 self) - Add to MetaCart
.” 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

by Juri A. Oudshoorn - 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 ..."
Abstract - Cited by 1 (0 self) - Add to MetaCart
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

by Rajeev Alur, Thomas A. Henzinger, Orna Kupferman, Moshe Y. Vardi - 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 ..."
Abstract - Cited by 166 (20 self) - Add to MetaCart
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

by Thomas A. Henzinger, Benjamin Horowitz, Rupak Majumdar - 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 ..."
Abstract - Cited by 40 (4 self) - Add to MetaCart
, 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-

by Person-shooter Games, Swee Ann Tan
"... 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 ..."
Abstract - Add to MetaCart
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

by Sven Woop, Jörg Schmittler - 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 ..."
Abstract - Cited by 93 (4 self) - Add to MetaCart
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
Next 10 →
Results 1 - 10 of 648
Powered by: Apache Solr
  • About CiteSeerX
  • Submit and Index Documents
  • Privacy Policy
  • Help
  • Data
  • Source
  • Contact Us

Developed at and hosted by The College of Information Sciences and Technology

© 2007-2019 The Pennsylvania State University