A six-state minimal time solution to the firing squad synchronization problem
Theoretical Computer Science
Fuzzy logic, neural networks, and soft computing
Communications of the ACM
Evolving cellular automata to perform computations: mechanisms and impediments
Proceedings of the NATO advanced research workshop and EGS topical workshop on Chaotic advection, tracer dynamics and turbulent dispersion
An introduction to genetic algorithms
An introduction to genetic algorithms
Constructing deterministic finite-state automata in recurrent neural networks
Journal of the ACM (JACM)
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
The small-world phenomenon: an algorithmic perspective
STOC '00 Proceedings of the thirty-second annual ACM symposium on Theory of computing
Neural networks and analog computation: beyond the Turing limit
Neural networks and analog computation: beyond the Turing limit
A new kind of science
Genetic Algorithms in Search, Optimization and Machine Learning
Genetic Algorithms in Search, Optimization and Machine Learning
Theory of Computation: A Primer
Theory of Computation: A Primer
Web mining for web personalization
ACM Transactions on Internet Technology (TOIT)
Metacomputation: Metasystem Transitions plus Supercompilation
Selected Papers from the Internaltional Seminar on Partial Evaluation
Supercompilation: Techniques and Results
Proceedings of the Second International Andrei Ershov Memorial Conference on Perspectives of System Informatics
Real-Time 3D Terrain Engines Using C++ and DirectX 9
Real-Time 3D Terrain Engines Using C++ and DirectX 9
Sync: The Emerging Science of Spontaneous Order
Sync: The Emerging Science of Spontaneous Order
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Theory of Self-Reproducing Automata
Theory of Self-Reproducing Automata
Next-Gen Landscape Extends Beyond the Console
IEEE Distributed Systems Online
Survey of semi-regular multiresolution models for interactive terrain rendering
The Visual Computer: International Journal of Computer Graphics
Player adaptive entertainment computing
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Motivations in personalisation behaviour
Interacting with Computers
An Extensible Collision Avoidance Model for Realistic Self-Driven Autonomous Agents
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
The customer differential: the complete guide to implementing customer relationship management
The customer differential: the complete guide to implementing customer relationship management
Theory of personalization of appearance: why users personalize their pcs and mobile phones
Human-Computer Interaction
Challenges of Online Game Development: A Review
Simulation and Gaming
Real-time neuroevolution in the NERO video game
IEEE Transactions on Evolutionary Computation
Playing to learn: case-injected genetic algorithms for learning to play computer games
IEEE Transactions on Evolutionary Computation
Tuning of the structure and parameters of a neural network using an improved genetic algorithm
IEEE Transactions on Neural Networks
Challenges of Online Game Development: A Review
Simulation and Gaming
The Gaming of Policy and the Politics of Gaming: A Review
Simulation and Gaming
Applying Cellular Automata and DEVS Methodologies to Digital Games: A Survey
Simulation and Gaming
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
Simulation and Gaming
The Validity and Effectiveness of a Business Game Beta Test
Simulation and Gaming
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Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and buildings. This article presents the continuous level of detail terrain modeling techniques that can help generate and render realistic terrain in real time. Deployment of characters in the environment is increasingly common. This requires strategies to map scalable behavior characteristics for characters as well. The authors present two important aspects of crowd simulation: the realism of the crowd behavior and the computational overhead involved. A good simulation of crowd behavior requires delicate balance between these aspects. The focus in this article is on human behavior representation for crowd simulation. To enhance the player experience, the authors present the concept of player adaptive entertainment computing, which provides a personalized experience for each individual when interacting with the game. The current state of game development involves using very small percentage (typically 4% to 12%) of CPU time for game artificial intelligence (AI). Future game AI requires developing computational strategies that have little involvement of CPU for online play, while using CPUâ聙聶s idle capacity when the game is not being played, thereby emphasizing the construction of complex game AI models offline. A framework of such nonconventional game AI models is introduced.