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In this paper, we study the problem of efficient medium access control (MAC) among cognitive radio devices that are equipped with multiple radios and thus are capable of transmitting simultaneously at different frequencies (channels). We assume that radios ...
We consider imperfect-information parity games in which strategies rely on observations that provide imperfect information about the history of a play. To solve such games, i.e. to determine the winning regions of players and corresponding winning strategi ...
We present a polynomial-time reduction from parity games with imperfect information to safety games with imperfect information. Similar reductions for games with perfect information typically increase the game size exponentially. Our construction avoids su ...
For situations like crowd simulation, serious games, and VR-based training, flexible and spontaneous movements are extremely important. Motion models would be the best strategy to adopt, but unfortunately, they are very costly to develop and the results ar ...
Springer-Verlag New York, Ms Ingrid Cunningham, 175 Fifth Ave, New York, Ny 10010 Usa2008
We propose a formal model of rational exchange and exchange protocols in general, which is based on game theory. In this model, an exchange protocol is represented as a set of strategies in a game that is played by the protocol parties and the network that ...
The IEEE 802.22 standard is the first proposed standard for the cognitive radio networks in which a set of base stations (BSs) make opportunistic spectrum access to provide wireless access to the customer-premise equipments (CPE) within their cells in wire ...
A vital task in sports video annotation is to detect and segment areas of the playfield. This is an important first step in player or ball tracking and detecting the location of the play on the playfield. In this paper we present a technique using statisti ...
This contribution presents an ongoing study focused on how location awareness feature modifies collaboration in the context of mobile computing. First it describes the environment we designed and implemented in the form of a mobile game called CatchBob!. T ...
Seega is an ancient Egyptian two-stage board game that, in certain aspects, is more difficult than chess. The two-player game is most commonly played on a 7 × 7 board, but is also sometimes played on a 5 × 5 or 9 × 9 board. In the first and more difficult sta ...
This paper describes the findings of an experimental research concentrating on collaboration in a multi-player video game. The overall goal is to study the cognitive impacts of the awareness tools. The focus is in finding an effect on performance as well a ...