Academic literature on the topic 'Distributed game environment'

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Journal articles on the topic "Distributed game environment"

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Hartmann, Dap. "MULTIGAME — AN ENVIRONMENT FOR DISTRIBUTED GAME-TREE RESEARCH." ICGA Journal 24, no. 1 (2001): 35–36. http://dx.doi.org/10.3233/icg-2001-24105.

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Marden, Jason R., and Jeff S. Shamma. "Game Theory and Control." Annual Review of Control, Robotics, and Autonomous Systems 1, no. 1 (2018): 105–34. http://dx.doi.org/10.1146/annurev-control-060117-105102.

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Game theory is the study of decision problems in which there are multiple decision makers and the quality of a decision maker's choice depends on both that choice and the choices of others. While game theory has been studied predominantly as a modeling paradigm in the mathematical social sciences, there is a strong connection to control systems in that a controller can be viewed as a decision-making entity. Accordingly, game theory is relevant in settings with multiple interacting controllers. This article presents an introduction to game theory, followed by a sampling of results in three spec
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Zheng, Jianchao, Yueming Cai, Ning Lu, Yuhua Xu, and Xuemin Shen. "Stochastic Game-Theoretic Spectrum Access in Distributed and Dynamic Environment." IEEE Transactions on Vehicular Technology 64, no. 10 (2015): 4807–20. http://dx.doi.org/10.1109/tvt.2014.2366559.

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Zhang, Jie, Gang Wang, Shaohua Yue, Xiaoqiang Yao, Yafei Song, and Jiayi Liu. "Study on Master Slave Interaction Model Based on Stackelberg Game in Distributed Environment." Symmetry 12, no. 2 (2020): 232. http://dx.doi.org/10.3390/sym12020232.

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In view of the problems such as low efficiency, difficulty in resolving local conflicts and lack of practical application scenarios, existing in the interaction model of multi-agent systems in a distributed environment, a multi-master multi-slave interaction model was designed based on the Stackelberg game, which is applied to the interaction game problem between the controller and the participant in the command and control process. Through optimizing the Stackelberg game model and multi-attribute decision-making, the multi-master, multi-slave, multi-agent system of the Stackelberg game was de
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배민수. "Distributed Data Processing for Bigdata Analysis in War Game Simulation Environment." Korea Journal of BigData 4, no. 2 (2019): 73–83. http://dx.doi.org/10.36498/kbigdt.2019.4.2.73.

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Marklund, Björn Berg, Per Backlund, Carl-Johan Dahlin, Henrik Engström, and Ulf Wilhelmsson. "A Game-Based Approach to Support Social Presence and Awareness in Distributed Project-Based Learning." International Journal of Game-Based Learning 4, no. 1 (2014): 1–20. http://dx.doi.org/10.4018/ijgbl.2014010101.

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An important factor for success in project-based learning (PBL) is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a group's work-processes are mediated through the use of production-focused tools that are unconcerned with the important informal and social aspects of a project. On the other hand, there are plenty of tools and platforms that focus on doing the opposite and mainly support informal bonding (e.g., Facebook), but these types of environments can be obtrusive an
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Yu, Hai Dong, Bo Tao Zhang, and Yan Chun Wang. "Game Strategy in Multi-User Shared Virtual Environment Based on Internet." Applied Mechanics and Materials 26-28 (June 2010): 809–12. http://dx.doi.org/10.4028/www.scientific.net/amm.26-28.809.

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This paper proposed a new interests game model with dynamic correlation analysis in distributed virtual environment based on mechanism design theory. The game definitions in correlation network and interest matrix were given and an analysis approach to find out the interest focus of virtual agents and administrator was presented. Thus a prototype virtual environment game system was implemented to demonstrate the effects of our approach in optimizing the visual rendering process and highlighting the collaborative perception according to payoffs under imperfect information condition.
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Xiao, Zheng, Zhao Tong, Kenli Li, and Keqin Li. "Learning non-cooperative game for load balancing under self-interested distributed environment." Applied Soft Computing 52 (March 2017): 376–86. http://dx.doi.org/10.1016/j.asoc.2016.10.028.

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Hairunisa, Indah. "The THE DESCRIPTION AND THE IMPACT OF PLAYING ONLINE GAME ON PHARMACY STUDENTS IN SAMARINDA." Jurnal Ilmu Kesehatan 7, no. 1 (2019): 12–17. http://dx.doi.org/10.30650/jik.v7i1.255.

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Online game is a game that can be accessed by the community using internet access. Online games are known to have a fun and addictive effect on their use. Indonesia is the 16th most online game user in the world. This study aims to provide an overview and the impact of the habit of playing online games on Pharmacy students in Samarinda. The method used in this study was using questionnaires distributed to at least 57 respondents of Pharmacy students in Samarinda. The results show that at least 80% of students have played online games with an average playing time of 1-2 hours in one day. The re
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Angeline, Mia. "Game and Digital Culture: A Study on Hay Day Game." Humaniora 7, no. 1 (2016): 22. http://dx.doi.org/10.21512/humaniora.v7i1.3393.

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Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors mak
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Dissertations / Theses on the topic "Distributed game environment"

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Quan, Nguyen. "Distributed Game Environment : A Software Product Line for Education and Research." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-29077.

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A software product line is a set of software-intensive systems that share a common, managed set of features satisfying the specific needs of a particular market segment or demand. Software product lines capitalize commonality and manage variation to reduce the time, effort, cost and complexity when creating and maintaining products in a product line. Therefore reusing core assets, software product line can address problems such as cost, time-to-market, quality, complexity of developing and maintaining variants, and need to quickly respond to market’s demands. The development of a software prod
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Halin, Amy L. "Distributed team collaboration in a computer mediated task." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FHalin.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, March 2004.<br>Thesis advisor(s): Rudolph P. Darken, Susan G. Hutchins. Includes bibliographical references (p. 167-168). Also available online.
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Lim, Yusun. "Game theoretic distributed coordination: drifting environments and constrained communications." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52986.

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The major objective of this dissertation is extending the capabilities of game theoretic distributed control to more general settings. In particular, we are interested in drifting environments and/or constrained communications. The first part of the dissertation concerns slowly varying dynamics, i.e., drifting environments. A standard assumption in game theoretic learning is a stationary environment, e.g., the game is fixed. We investigate the case of slow variations and show that for sufficiently slow time variations, the limiting behavior “tracks” the stochastically stable states. Since the
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Mattisson, Andreas, and Mathias Börjesson. "Distributed exploration of virtual environments." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4261.

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In most games today the movements of computer players is controlled by a web of waypoints that have been predefined by the creators of the map, or automatically generated by an application on beforehand. This data is precompiled to save precious CPU cycles for the player of the game, but what if we want these computer players to be able to explore how to get around the map by themselves? How could this be done and how would the result change if we had several of these players cooperating to explore the map? We explore some of the possibilities for exploration and discovery of maps using approa
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Miller, John. "Distributed virtual environment scalability and security." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.

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Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads. This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not ma
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Kwok, Kin Fai Michael. "Performance Analysis of Distributed Virtual Environments." Thesis, University of Waterloo, 2006. http://hdl.handle.net/10012/2928.

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A distributed virtual environment (DVE) is a shared virtual environment where multiple users at their workstations interact with each other. Some of these systems may support a large number of users, e. g. , massive multi-player online games, and these users may be geographically distributed. An important performance measure in a DVE system is the delay for an update of a user's state (e. g. , his position in the virtual environment) to arrive at the workstations of those users who are affected by the update. This update delay often has a stringent requirement (e. g. , less than
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Khan, Abdul Malik. "Communication abstraction for data synchronization in distributed virtual environments : application to multiplayer games on mobile phones." Phd thesis, Institut National des Télécommunications, 2010. http://tel.archives-ouvertes.fr/tel-00541849.

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Dans les jeux multijoueurs, où plusieurs joueurs participent à une même partie et communiquent entre eux à travers un réseau, les joueurs peuvent avoir des visions différentes du jeu en raison des délais de communication. Ceci engendre des incohérences encore plus importantes sur les réseaux mobiles tels que les réseaux 3G où les délais de communication peuvent atteindre plusieurs secondes. Des algorithmes doivent donc être mis en place pour maintenir la cohérence entre les joueurs. Ces algorithmes sont assez complexes et difficiles à programmer et mettre au point. Le but de cette thèse est de
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Mani, misenga Rosette. "L’intelligence distribuée dans les objets : étude de cas sur les pratiques des voyageurs des banlieues à la gare parisienne du Nord." Thesis, Rennes 2, 2020. http://www.theses.fr/2020REN20011.

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Cette thèse consiste à valider ou à invalider l’hypothèse de l’intelligence distribuée dans les objets, à travers une étude de cas sur les comportements des voyageurs en interaction avec les objets techniques en gare et dans leurs rapports avec l’environnement. Les analyses centrées sur les notions de l’objet technique tirées des champs des SIC permettent de faire évoluer les problématiques sur les questions de la « mémoire dans les objets techniques », en articulant le couplage objet-voyageur- temps-espace. La réflexion portée par cette étude propose de considérer les objets techniques en gar
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Esteves, João Francisco Veríssimo Dias. "Distributed Simulation and Exploration of a Game Environment." Dissertação, 2020. https://hdl.handle.net/10216/128976.

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Esteves, João Francisco Veríssimo Dias. "Distributed Simulation and Exploration of a Game Environment." Master's thesis, 2020. https://hdl.handle.net/10216/128976.

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Book chapters on the topic "Distributed game environment"

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DeMarco, Kevin, Eric Squires, Michael Day, and Charles Pippin. "Simulating Collaborative Robots in a Massive Multi-agent Game Environment (SCRIMMAGE)." In Distributed Autonomous Robotic Systems. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-05816-6_20.

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Sehic, Emdzad, Alexander Verbraeck, and Sebastiaan A. Meijer. "A Game for Requirements Formulation for a Distributed Gaming and Simulation Environment." In Frontiers in Gaming Simulation. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_16.

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Nijholt, Anton. "Humor Techniques: From Real World and Game Environments to Smart Environments." In Distributed, Ambient, and Pervasive Interactions. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20804-6_60.

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Kiumarsi, Bahare, and Tamer Başar. "Distributed Aggregative Games on Graphs in Adversarial Environments." In Lecture Notes in Computer Science. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01554-1_17.

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Zhang, Jianliang, Guangzhou Zhao, and Donglian Qi. "Distributed Optimization and State Based Ordinal Potential Games." In Intelligent Computing for Sustainable Energy and Environment. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-37105-9_13.

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Jarosz, Paweł, and Tadeusz Burczyński. "Biologically-inspired Methods and Game Theory in Multi-criterion Decision Processes." In Intelligent Decision Systems in Large-Scale Distributed Environments. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21271-0_5.

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Joselli, Mark, Marcelo Zamith, Luis Valente, Bruno Feijó, Fabiana R. Leta, and Esteban Clua. "A Distributed Architecture for Simulation Environments Based on Game Engine Systems." In Augmented Vision and Reality. Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-55131-4_2.

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Okaie, Yutaka, and Tadashi Nakano. "A Game Theoretic Approach to Dynamic Network Formation in Market-Oriented Resource Providing Networks." In Intelligent Decision Systems in Large-Scale Distributed Environments. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21271-0_12.

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Zotos, Evangelos, and Rainer Herpers. "Distributed Rendering for Interactive Multi-screen Visualization Environments Based on XNA Game Studio." In Transactions on Computational Science XVIII. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38803-3_1.

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Wickramasinghe, Leelani Kumari, Seng Wai Loke, Arkady Zaslavsky, and Damminda Alahakoon. "A-GATE: A System of Relay and Translation Gateways for Communication among Heterogeneous Agents in Ad Hoc Wireless Environments." In Distributed Applications and Interoperable Systems. Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-40010-3_19.

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Conference papers on the topic "Distributed game environment"

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Apel, Sebastian, and Volkmar Schau. "Generic and Distributed Runtime Environment for Model-driven Game Development." In 4th International Conference on Model-Driven Engineering and Software Development. SCITEPRESS - Science and and Technology Publications, 2016. http://dx.doi.org/10.5220/0005652306230630.

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Li, Jia-Wei, Chun-Chien Teng, Ta-Wei Yang, and Cheng-Fu Chou. "Using Coalitional Game for Bandwidth-aware Fast Failover in Distributed SDN Environment." In 2020 IEEE 17th Annual Consumer Communications & Networking Conference (CCNC). IEEE, 2020. http://dx.doi.org/10.1109/ccnc46108.2020.9045719.

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D'Apice, Ciro, Claudia Grieco, Luca Liscio, and Rossella Piscopo. "Design of an Educational Adventure Game to teach computer security in the working environment." In The 21st International Conference on Distributed Multimedia Systems. KSI Research Inc. and Knowledge Systems Institute Graduate School, 2015. http://dx.doi.org/10.18293/dms2015-002.

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Haziri, Fortesa, Lulzim Shabani, and Miloslava Chovancova. "Customer game experience impact on gamification and online purchasing." In Contemporary Issues in Business, Management and Economics Engineering. Vilnius Gediminas Technical University, 2019. http://dx.doi.org/10.3846/cibmee.2019.078.

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PPurpose – the purpose of the current research was to investigate the influence of the experience of players and no-players on their purchasing behavior in a gamified purchasing setting. Research methodology – PLS-SEM has been employed to investigate the effect of gaming on consumer behavior and analyze the data gathered via the questionnaire distributed online. Findings – unlike studies in different domains, where the positive impact of game experience in a gamified learning environment and purchasing intention towards gamified products has been highlighted, the results of this research revea
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Zheng, Lianchao, Yueming Cai, and Yuhua Xu. "MAC-layer interference mitigation in dynamic and distributed environment: dynamic graphic game with stochastic learning." In 2014 5th International Conference on Game Theory for Networks (GAMENETS). IEEE, 2014. http://dx.doi.org/10.1109/gamenets.2014.7043692.

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Liu, Xin, Jinlong Wang, Qihui Wu, and Yang Yang. "Frequency Allocation in Dynamic Environment of Cognitive Radio Networks Based on Stochastic Game." In 2011 International Conference on Cyber-Enabled Distributed Computing and Knowledge Discovery (CyberC). IEEE, 2011. http://dx.doi.org/10.1109/cyberc.2011.85.

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Ren, Jing, Zhiyong Du, Fengyi Chen, and Lijie Yin. "User demand-centric distributed wirless resource sharing in dynamic environment: A QoE game perspective." In 2015 International Conference on Wireless Communications & Signal Processing (WCSP). IEEE, 2015. http://dx.doi.org/10.1109/wcsp.2015.7341197.

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Panchal, Jitesh H., Marco Gero Ferna´ndez, Janet K. Allen, Christiaan J. J. Paredis, and Farrokh Mistree. "An Interval-Based Focalization Method for Decision-Making in Decentralized, Multi-Functional Design." In ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-85322.

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Multi-functional design problems are characterized by strong coupling between design variables that are controlled by stakeholders from different disciplines. This coupling necessitates efficient modeling of interactions between multiple designers who want to achieve conflicting objectives but share control over design variables. Various game-theoretic protocols such as cooperative, non-cooperative, and leader/follower have been used to model interactions between designers. Non-cooperative game theory protocols are of particular interest for modeling cooperation in multi-functional design prob
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Bugeja, Keith, Kurt Debattista, Sandro Spina, and Alan Chalmers. "High-Fidelity Graphics for Dynamically Generated Environments Using Distributed Computing." In 2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2014. http://dx.doi.org/10.1109/vs-games.2014.7012160.

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Nam Bui, Khac-Hoai, and Jason J. Jung. "Cooperative Game Theoretic Approach for Distributed Resource Allocation in Heterogeneous Network." In 2017 International Conference on Intelligent Environments (IE). IEEE, 2017. http://dx.doi.org/10.1109/ie.2017.14.

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