Ghulam Mahdi

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This paper suggests multi-agent systems (MASs) for implementing game artificial intelligence (AI) for video games. One of main hindrances against using MASs technology in video games has been the real-time constraints for frame rendering. In order to deal with the real-time constraints, we introduce an adaptation-oriented approach for maintaining frame rate(More)
With the arrival of cloud technology, game accessibility and ubiquity have a bright future; Games can be hosted in a centralize server and accessed through the Internet by a thin client on a wide variety of devices with modest capabilities: cloud gaming. However, current cloud gaming systems have very strong requirements in terms of network resources, thus(More)
Real-time computations in multi-agent systems have been studied from different perspectives of reasoning, message passing , resource management and negotiations. Separate treatment of all these perspectives may result in performance amelioration in one dimension while over-passing others. Here we propose an integrated " real-time " mechanism where all(More)
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