Results 251 to 260 of about 166,025,159 (298)

Feasibility and effects of a multicomponent program incorporating esports on physical and cognitive function among older adults: A non-randomised pilot trial. [PDF]

open access: yesPLoS One
Nemoto Y   +10 more
europepmc   +1 more source

Timely cloud gaming

IEEE INFOCOM 2017 - IEEE Conference on Computer Communications, 2017
This work introduces a new model for cloud gaming systems aimed at optimizing the timeliness of video frames based on an age of information (AoI) metric. Mobile clients submit actions through an access network to a game server. The game server generates video frames at a constant frame rate.
Roy D. Yates   +3 more
openaire   +1 more source

Dense real-time games

Proceedings 17th Annual IEEE Symposium on Logic in Computer Science, 2003
The rapid development of complex and safety-critical systems requires the use of reliable verification methods and tools for system design (synthesis). Many systems of interest are reactive, in the sense that their behavior depends on the interaction with the environment.
FAELLA, MARCO   +2 more
openaire   +2 more sources

Game Time

Games and Culture, 2008
Game time is a core feature of game design and study, and forms part of the gaming experience on a variety of levels. It can be viewed from multiple perspectives, for example, the time of the playing of the game or the flow of time in a game world. In this article, a comprehensive game time model based on empirical research as well as recent theory is ...
Anders Tychsen, Michael Hitchens
openaire   +4 more sources

The timing game

Nature Neuroscience, 2001
In two publications presented as a contest, Hopfield and Brody propose a mechanism for detecting groups of neurons receiving similar levels of sensory input.
openaire   +2 more sources

Continuous-time stochastic games [PDF]

open access: possibleGames and Economic Behavior, 2017
zbMATH Open Web Interface contents unavailable due to conflicting licenses.
openaire   +1 more source

Continuous Time Repeated Games

International Economic Review, 1993
Summary: We develop a model of strategic behaviour in continuous time games of complete information, which includes conventional repeated games in discrete time as a special case. The model developed here admits a very large class of strategies, that allows one to extend the repeated game model to continuous time. The set of equilibria in this game may
Bergin, James, MacLeod, W Bentley
openaire   +1 more source

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