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Skip to Search Results- 4Distributed computing
- 4Programming environments
- 3Computer Games
- 3Computer games
- 3Generative pattern
- 3Scripting language
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2013
Sturtevant, Nathan R., Valenzano, Richard, Schaeffer, Jonathan
While greedy best-first search (GBFS) is a popular algorithm for solving automated planning tasks, it can exhibit poor performance if the heuristic in use mistakenly identifies a region of the search space as promising. In such cases, the way the algorithm greedily trusts the heuristic can cause...
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2010
Carbonaro, Mike, Cutumisu, Maria, Schaeffer, Jonathan, Szafron, Duane
Enrollment in Computing Science university programs is at a dangerously low level. A major reason for this is the general lack of interest in Computing Science by females. In this paper, we discuss our experience with using a computer game construction environment as a vehicle to encourage female...
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2008
Schaeffer, Jonathan, Cutumisu, Maria, Waugh, Kevin, Siegel, Jeff, Szafron, Duane, Schumacher, Allan, Duff, Harvey, Gillis, Stephanie, Carbonaro, Mike, Onuczko, Curtis
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than...
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2008
Schaeffer, Jonathan, Sturtevant, Nathan, Holte, Robert, Anderson, Ken
Technical report TR08-05. The following report describes some techniques that generalize and attempt to improve upon the Coarse-to-Fine Dynamic Programming (CFDP) algorithm developed by Christopher Raphael. CFDP uses a hierarchy of abstraction graphs, iteratively searches to find optimal...
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2007
Schaeffer, Jonathan, Siegel, Jeff, Duff, Harvey, Schumacher, Allan, Roy, Thomas, Gillis, Stephanie, Onuczko, Curtis, McNaughton, Matthew, Carbonaro, Mike, Waugh, Kevin, Szafron, Duane, Cutumisu, Maria
The traditional approach to implementing interactions between a player character (PC) and objects in computer games is to write scripts in a procedural scripting language. These scripts are usually so complex that they must be written by a computer programmer rather than by the author of the game...
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2006
Onuczko, Curtis, Schaeffer, Jonathan, Cutumisu, Maria, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Szafron, Duane
To compete in today's market, companies that develop computer role-playing games (CRPGs) must quickly and reliably create realistic, engaging game stories. Indeed, intricate storylines and realism that goes beyond graphics have become major product differentiators. To establish both, it's...
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2006
Cutumisu, Maria, Szafron, Duane, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Schaeffer, Jonathan, Onuczko, Curtis
Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hundreds or thousands of NPCs in the game world. The challenge is to create entertaining and non-repetitive behaviors...
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2004
Cutumisu, M., McNaughton, M., Parker, D., Schaeffer, Jonathan, Redford, J., Szafron, Duane
Technical report TR04-05. Recently, some researchers have argued that generative design patterns (GDPs) can leverage the obvious design re-use that characterizes traditional design patterns into code re-use. This paper provides additional evidence that GDPs are both useful and productive. ...
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2003
Schaeffer, Jonathan, Szafron, Duane, Tan, Kai, Anvik, John
Technical report TR03-13. Parallel programming is seen as an effective technique to improve the performance of computationally-intensive programs. This is done at the cost of increasing the complexity of the program, since new issues must be addressed for a concurrent application. Parallel...
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2001
Schaeffer, Jonathan, Charter, K., Lu, Paul, Szafron, Duane, Parsons, I., Driga, A.
Technical report TR01-10. For two DNA or protein sequences of length m and n, dynamic programming alignment algorithms like Needleman-Wunsch and Smith-Waterman take O(m x n) time and use O(m x n) space, so we refer to them as full matrix (FM) algorithms. This space requirement means that large...