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 coordination in multi-agent systems have been studied from different perspectives of computation, communication and other aspects of coordination. Here in this position paper, we present an integrated view of coordination covering agent reasoning, message passing, resource management and negotiation. We argue for an integrated and comprehensive(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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