Tension Space Analysis for Emergent Narrative | 0 | 0.34 | 2021 |
r3d3: Optimized Query Compilation on GPUs | 0 | 0.34 | 2021 |
A Sketch-Based Tool for Authoring and Analyzing Emergent Narratives. | 0 | 0.34 | 2020 |
A Fully Structure-Driven Performance Analysis of Sparse Matrix-Vector Multiplication | 0 | 0.34 | 2020 |
Compiler-driven performance workshop. | 0 | 0.34 | 2019 |
Towards Sketching Interfaces for Multi-paradigm Modeling | 0 | 0.34 | 2019 |
Generating Paths with WFC. | 0 | 0.34 | 2018 |
Modelling Player Understanding of Non-Player Character Paths. | 0 | 0.34 | 2018 |
Expressive Range Analysis Of A Possible Worlds Driven Emergent Narrative System | 0 | 0.34 | 2018 |
Learning Combat in NetHack. | 0 | 0.34 | 2017 |
Exploration in NetHack With Secret Discovery | 0 | 0.34 | 2017 |
Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions. | 0 | 0.34 | 2016 |
Analyzing Stealth Games with Distractions. | 0 | 0.34 | 2016 |
Heuristics for sleep and heal in combat. | 0 | 0.34 | 2016 |
The workshop on compiler-driven performance. | 0 | 0.34 | 2016 |
Exhaustive analysis of thread-level speculation | 0 | 0.34 | 2016 |
14th compiler-driven performance workshop. | 0 | 0.34 | 2015 |
A game genre agnostic framework for game-design | 0 | 0.34 | 2015 |
Clustering Player Paths. | 3 | 0.58 | 2015 |
Target selection for AI companions in FPS games. | 3 | 0.50 | 2014 |
Measuring risk in stealth games. | 5 | 0.56 | 2014 |
Analysis of ReGEN as a Graph-Rewriting System for Quest Generation | 4 | 0.46 | 2014 |
Generative Methods for Guard and Camera Placement in Stealth Games. | 1 | 0.38 | 2014 |
Sequential Pose Estimation Using Linearized Rotation Matrices | 0 | 0.34 | 2013 |
Scythe AI: A Tool for Modular Reuse of Game AI. | 0 | 0.34 | 2013 |
Adaptive Fork-Heuristics For Software Thread-Level Speculation | 0 | 0.34 | 2013 |
Adaptive companions in FPS games. | 2 | 0.42 | 2013 |
An Exploration Tool for Predicting Stealthy Behaviour. | 0 | 0.34 | 2013 |
Mixed Model Universal Software Thread-Level Speculation | 2 | 0.37 | 2013 |
Reusable components for artificial intelligence in computer games | 1 | 0.63 | 2012 |
Statechart-Based AI in Practice. | 0 | 0.34 | 2012 |
Language and Architecture Independent Software Thread-Level Speculation. | 1 | 0.36 | 2012 |
There is nothing wrong with out-of-thin-air: compiler optimization and memory models | 1 | 0.35 | 2011 |
Measuring cooperative gameplay pacing in World of Warcraft | 8 | 0.62 | 2011 |
McLAB: enabling programming language, compiler and software engineering research for matlab | 1 | 0.40 | 2011 |
Guest Editors' Introduction: Engineering Fun | 0 | 0.34 | 2011 |
Optimizing MATLAB through just-in-time specialization | 26 | 1.40 | 2010 |
9th Workshop on Compiler-Driven Performance | 0 | 0.34 | 2010 |
A protocol for distributed collision detection | 3 | 0.38 | 2010 |
McLab: an extensible compiler toolkit for MATLAB and related languages | 7 | 0.55 | 2010 |
Analyzing computer game narratives | 0 | 0.34 | 2010 |
Mammoth: a massively multiplayer game research framework | 29 | 1.19 | 2009 |
Phase-based adaptive recompilation in a JVM | 12 | 0.67 | 2008 |
Compiler-guaranteed safety in code-copying virtual machines | 0 | 0.34 | 2008 |
A peer auditing scheme for cheat elimination in MMOGs | 14 | 0.66 | 2008 |
Dynamic purity analysis for java programs | 14 | 0.90 | 2007 |
Component-Based Lock Allocation | 25 | 1.28 | 2007 |
Dynamic Data Structure Analysis for Java Programs | 17 | 0.89 | 2006 |
Comparing interest management algorithms for massively multiplayer games | 60 | 2.76 | 2006 |
Relative factors in performance analysis of Java virtual machines | 11 | 0.80 | 2006 |