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    The price of anarchy in network creation games

    , Article PODC'07: Proceedings of the 26th Annual ACM Symposium on Principles of Distributed Computing, Portland, OR, 12 August 2007 through 15 August 2007 ; 2007 , Pages 292-298 ; 1595936165 (ISBN); 9781595936165 (ISBN) Demaine, E. D ; Hajiaghayi, M ; Mahini, H ; Zadimoghaddam, M ; Sharif University of Technology
    2007
    Abstract
    We study Nash equilibria in the setting of network creation games introduced recently by Fabrikant, Luthra, Maneva, Papadimitriou and Shenker. In this game we have a set of selfish node players, each creating some incident links, and the goal is to minimize times the cost of the created links plus sum of the distances to all other players. Fabrikant et al. proved an upper bound O(p ) on the price of anarchy, i.e., the relative cost of the lack of coordination. Albers, Eilts, Even-Dar, Mansour, and Roditty show that the price of anarchy is constant for = O(pn) and for ≥ 12 n [dlg] n, and that the price of anarchy is 15 1 + (min{α 2/n , n2 })1/3 for any . The latter bound shows the first... 

    Login to internet websites by next generation game console

    , Article 2006 2nd IEEE/IFIP International Conference in Central Asia on Internet, ICI 2006, Tashkent, 19 September 2006 through 21 September 2006 ; 2006 ; 1424405432 (ISBN); 9781424405435 (ISBN) Shirali Shahreza, M ; Sharif University of Technology
    IEEE Computer Society  2006
    Abstract
    By a great leap, the computer game industry has today reached fame as big as filmmaking industry. Upon introduction of the new generation of game consoles, this industry will witness spectacular progress. One of these next generation consoles is Nintendo console named "Wii". This console has a new game pad which utilizes motion sensors. On the other hand, facilities such as internet connection are added in new consoles and they are not merely for playing. It is observed that placing password for creating usernames by game consoles is difficult. By the use of the specifications of Wii console game pads, a method for user authentication and entering password is proposed in this paper. By using... 

    Evolving analytic hierarchy processes for artificial life-based games

    , Article HIS 2005: Fifth International Conference on Hybrid Intelligent Systems, Rio de Janiero, 6 November 2005 through 9 November 2005 ; Volume 2005 , 2005 , Pages 35-40 ; 0769524575 (ISBN); 9780769524573 (ISBN) Halavati, R ; Habibi, J ; Shouraki, S. B ; Sharif University of Technology
    2005
    Abstract
    Analytic Hierarchy Process (AHP) is a multiple criteria decision making approach which is widely used in different engineering domains. The hierarchical structure of AHP makes it a very suitable approach for behavior design in artificial life-based games. But the details of an AHP is always designed by a series of interviews with experts of the domain, and this is not possible for problems in which an expert does not exist such as computer simulations. In such cases, the behavioral engineering of agents is a very complicated task because the designer may not be able to see all different aspects of agents' life. To overcome this problem, this paper has used an artificial life algorithm to...