Cloud Gaming & Artificial Intelligence 2014 (28x)


References:

See also:

Cloud Gaming Meta Guide


Dash in twitch: Adaptive bitrate streaming in live game streaming platforms
K Pires, G Simon – Proceedings of the 2014 Workshop on Design …, 2014 – dl.acm.org
… this paper, we study the trade-off between benefits and costs for the implementation of ABR in live game streaming platforms … Predicting video popular- ity has become an important research topic with connection to massive data treatment, artificial intelligence, and social network …

A non-intrusive approach for 2d platform game design analysis based on provenance data extracted from game streaming
LB Jacob, TC Kohwalter, AFV Machado… – … on Computer Games …, 2014 – ieeexplore.ieee.org
Page 1. A Non-intrusive Approach for 2D Platform Game Design Analysis Based on Provenance Data Extracted from Game Streaming … It can also be used to map event controllers, plot triggers, or the game’s artificial intelligence overseer that manages the plot …

Object-oriented, component-based, agentoriented and service-oriented paradigms in software architectures
A Amirat, HK Anthony, MC Oussalah – Software Architecture 1, 2014 – univ-soukahras.dz
… The agent-oriented approach appeared in the 1970s under the leadership of distributed artificial intelligence (DAI) where Hewitt [HEW 73, HEW 11] proposed the concept of … Cloud gaming model: purchasing a subscription to play available games directly on an Internet platform …

Gaming the game: Defeating a game CAPTCHA with efficient and robust hybrid attacks
S Gao, M Mohamed, N Saxena… – 2014 IEEE International …, 2014 – ieeexplore.ieee.org
… between the DCG server and the remote solver by employing a streaming approach that is similar to cloud gaming [6]. However … the a text-based CAPTCHA, only one f the bot to the solver, thereby avo running as a game-streaming server the … on Artificial Intelligence (IJCAI), 1981 …

The Effects of Latency on Player Performance and Experience in a Cloud Gaming System
CT Manuel, RJ Smieja, RP Dabrowski – 2014 – digitalcommons.wpi.edu
… Some experiments were very close to ours in that they studied the effects of latency on users of cloud gaming services, while others provided a lot of insight into … how others have modified games to prepare them for human or artificial intelligence test subjects …

Low-complexity dictionary based lossless screen content coding
M Xu, Z Ma, W Wang, X Wang… – 2014 IEEE International …, 2014 – ieeexplore.ieee.org
… FlyGraphicsText”, “Desktop”, “Console”, “WebBrowsing”, “Map”, “Programming” and “SlideShow”. Another category is the animation content, ie, “Robot”, standing for the applications such as cloud gaming. Yet an- other category is the mixed …

E-Sport spectator motivation
A Shaw – 2014 – ebot.gmu.edu
… (MLG) to broadcast e-sport at a rate of three billion minutes of live game streaming monthly (CBS, 2012) … Multiplayer Online Battle Arena (MOBA) – These games involve two simulated armies that are controlled by the program’s artificial intelligence (AI), are …

Software architecture 1
MC Oussalah – 2014 – books.google.com
… Page 12. 1.2.3. Agentoriented paradigm The agentoriented paradigmappeared inthe1970sunder the leadership of distributed artificial intelligence (DAI) where Hewitt [HEW 73, HEW 11] proposed the concept ofactors, ie competing interactive autonomous entities …

A systematic review on software engineering in pervasive games development
JRM Viana, NP Viana, FAM Trinta… – … on Computer Games …, 2014 – ieeexplore.ieee.org
… They were: • Artificial intelligence theme: Papers have focused on the use or development of mechanisms for artificial intelligence; • Social impact of gaming … them focus on spe- cific types of pervasive games, as [S3] which suggests a framework based on cloud gaming related to …

A New Fine-Grained Multithreaded Game Engine Approach
H Najadat, YM Jaffal, BA Mahafzah… – International Journal of …, 2014 – Taylor & Francis
… Current game engines use sequential game loop that iterates over engine components, such as collision detection, artificial intelligence, physics simulation … In cloud gaming, the client is responsible only for providing input and receiv- ing output; while powerful machines of the …

QoE-based scheduling for mobile cloud services via stochastic learning
X Zhang, K Zheng, J Chen, Y Li – 2014 IEEE 80th Vehicular …, 2014 – ieeexplore.ieee.org
… [6] has shown that delay is the major factor influencing the QoE of cloud gaming and video stream. So far, very few research have focused on studying QoE instead of QoS of MCS … [8] has estimated the QoE in cloud gaming based on subjective tests …

Symbiotic game agents in the cloud
D Cotterrell – 2014 – ujcontent.uj.ac.za
… 12 2.3 Relationship between artificial intelligence and agents ….. 13 2.4 Characteristics … 24 Chapter 3 Cloud computing and cloud gaming ….. 27 3.1 Introduction …

Honest vs Cheating Bots in PATROL-based Real-Time Strategy MMOGs
S Sebastio, M Amoretti, JR Murga, M Picone… – … Complexity and Artificial …, 2014 – Springer
… Such an approach is used, for example, by the GaiKai cloud gaming platform (http://www.gaikai. com … Using artificial intelligence techniques, a PATROL-based peer can detect anomalies in the behavior of other peers, compared to typical behavioral profiles, by means of temporal …

Survey of elasticity management solutions in cloud computing
A Najjar, X Serpaggi, C Gravier, O Boissier – Continued Rise of the Cloud, 2014 – Springer
… As more personal and interactive applications (eg cloud gaming [60]) are migrating into the cloud, recent research in the field of Cloud Computing pointed out that “the concept of QoE has the potential to become the guiding paradigm for managing the quality in the Cloud” [32] …

Load Generation for Investigating Game System Scalability
SM Halvorsen – 2014 – duo.uio.no
… Network traffic and system load can be generated through the implementation of clients controlled by artificial intelligence (AI) that simulates real players … 22 3.2.4 Algorithmic Development & Optimizations . . . . . 22 3.2.5 Artificial Intelligence …

Towards a scalable refereeing system for online gaming
M Véron, O Marin, S Monnet, Z Guessoum – Multimedia systems, 2014 – Springer
… makes a case for decentralized architectures as building blocks for game softwares and discusses the complementarity of our approach with cloud gaming … to the other CPU-dependent operations a game can produce, such as Nvidia PhysX or artificial intelligence computations …

A Rendering and Interaction Framework for Remote Virtual Environments
A Herrasti, S Ruiz, C Pichardo, A Dávalos, M Zapata… – researchgate.net
… RELATED WORK Cloud based online streaming services for games such as Gaikai [1] and the OnLive cloud gaming platform [2], offer high-end games delivered and played remotely in real- time without the … [7] SJ Russell, P. Norvig, and J. Canny, Artificial Intelligence: a modern …

Tunneling Compressing and Multiplexing (TCM) Traffic Flows. Reference Model draft-saldana-tsvwg-tcmtf-08
JF Navajas, M Perumal, FP Blanco – 2014 – datatracker.ietf.org
Page 1. Transport Area Working Group J. Saldana Internet-Draft University of Zaragoza Intended status: Best Current Practice D. Wing Expires: June 16, 2016 Cisco Systems J. Fernandez Navajas University of Zaragoza M. Perumal …

Cascading impact of lag on quality of experience in cooperative multiplayer games
E Howard, C Cooper, MP Wittie… – 2014 13th Annual …, 2014 – ieeexplore.ieee.org
… players in multiplayer games has been pre- viously tested using four general approaches, namely: simu- lations of user interactions through artificial intelligence (AI) bots … [14] S. Choy, B. Wong, G. Simon, and C. Rosenberg, “The brewing storm in cloud gaming: A measurement …

Integrating Games into Learning Environments.
J MacDonald, P McDowell, D Siegel, JR De León – 2014 – books.google.com
… The first company to announce cloud gaming was OnLive®, and several other competitors have appeared since then … If there are large numbers of locations playing the game–as in the US military, for example–configuration management is greatly simplified by cloud gaming …

TÜV NORD IN 3D: Avatars at Work—From Second Life to the Web 3D
F Boerger, H Tietgens – Synthetic Worlds, 2014 – Springer
… web site. They can also be complex programs triggering multi-step interaction, providing data analysis, or employing artificial intelligence. Content creators have full rights to determine what happens with their creations. Second …

2014 Index IEEE Transactions on Multimedia Vol. 16
MV Afonso, D Ahlstrom, AA Alatan… – IEEE Transactions …, 2014 – ieeexplore.ieee.org
… 2014 337-345 Chen, K., see Duan, Y., TMM Nov. 2014 1915-1928 Chen, K.-T., Chang, Y.-C., Hsu, H.-J., Chen, D.-Y., Huang, C.-Y., and Hsu, C.-H., On the Quality of Service of Cloud Gaming Systems; TMM Feb. 2014 480-495 Chen, S., see Liu, Y., TMM Feb …

User Features-aware Trust Measurement of Cloud Services via Evidence Synthesis for Potential Users.
H Ma, Z Hu – DMS, 2014 – ksiresearchorg.ipage.com
… More and more services are published into clouds, such as cloud storage and file synchronization, virtual office, remote virtual desktop, video/audio streaming and cloud gaming [1]. The growing presence of cloud services creates new problems, and a major problem the cloud …

Finding triggers for innovation within eSports
E Liljeqvist, L Kallin, M Cambrand – 2014 – diva-portal.org
… for use outside of that niche. Some research is focused on predicting strategy (Lewis, Trinh & Kirsh, 2011; Weber & Mateas, 2009) and also artificial intelligence (Weber, Mateas & Jhala 2010). Another area of research in gaming …

An adaptive switching scheme for iterative computing in the cloud
Y Zhang, X Liao, H Jin, L Lin, F Lu – Frontiers of Computer Science, 2014 – Springer
Page 1. Front. Comput. Sci., 2014, 8(6): 872–884 DOI 10.1007/s11704-014-3472-4 An adaptive switching scheme for iterative computing in the cloud Yu ZHANG, Xiaofei LIAO, Hai JIN, Li LIN, Feng LU Service Computing Technology …

Computing Research News
TWTT is Now, CRN Infographic – COMPUTING, 2014 – archive2.cra.org
… Research areas discussed were High Performance Architectures, Algorithms and Theory, Artificial Intelligence, Systems and Software, Neural Networks, and Technology to Support Computer-Based Collaboration … Their research interests are in Artificial Intelligence …

Continuous one-way detection of available bandwidth changes for video streaming over best-effort networks
A Javadtalab, M Semsarzadeh… – IEEE Transactions …, 2014 – ieeexplore.ieee.org
Page 1. 190 IEEE TRANSACTIONS ON INSTRUMENTATION AND MEASUREMENT, VOL. 64, NO. 1, JANUARY 2015 Continuous One-Way Detection of Available Bandwidth Changes for Video Streaming Over Best-Effort Networks …

De MOBILE CLOUD COMPUTING
MC COMPUTING – content.taylorfrancis.com
… 47 2.15.2 Healthcare …..47 2.15.3 Cloud Gaming ….. 47 2.15.4 Storage …

(Visited 11 times, 1 visits today)