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Association for Computing Machinery

Articles Tagged: Algorithmic game theory and mechanism design

Articles & Features

Crossroads

COLUMN: Letter from the editors

Crossroads

By Okke Schrijvers, September 2017

PDF | HTML | In the Digital Library

Incentives and Gamification

COLUMN: INIT

Incentives and Gamification

By Yannai A. Gonczarowski, Gustavo F. Tondello, September 2017

PDF | HTML | In the Digital Library

A Brief History of Gamification

DEPARTMENT: Milestones

A Brief History of Gamification

By Alok Pandey, September 2017

PDF | HTML | In the Digital Library

Algorithms versus mechanisms

SECTION: Features: Incentivizing Truthfulness

Algorithms versus mechanisms

Online markets and platforms rely on human user decisions as inputs. This generates the challenge of managing user incentives and misbehaviors as strategic entities. Surprisingly, one can show that designers do not require much additional computational power to overcome this challenge.

By Rad Niazadeh, September 2017

PDF | HTML | In the Digital Library

Creativity in code

SECTION: Features

Creativity in code

Mediums such as fine art and poetry are common subjects in computational creativity---but what about something closer to home? Can computers be as creative in programming as they are in poetry?

By Michael Cook, June 2013

PDF | HTML | In the Digital Library

Interesting complexity

By Caio Camargo, December 2006

PDF | HTML | In the Digital Library

AI and the rise of gaming middleware

By Audrey Christophory, December 2006

PDF | HTML | In the Digital Library

Faster 3D game graphics by not drawing what is not seen

The increasing demands of 3D game realism - in terms of both scene complexity and speed of animation - are placing excessive strain on the current low-level, computationally expensive graphics drawing operations. Despite these routines being highly optimized, specialized, and often being implemented in assembly language or even in hardware, the ever-increasing number of drawing requests for a single frame of animation causes even these systems to become overloaded, degrading the overall performance. To offset these demands and dramatically reduce the load on the graphics subsystem, we present a system that quickly and efficiently finds a large portion of the game world that is not visible to the viewer for each frame of animation, and simply prevents it from being sent to the graphics system. We build this searching mechanism for unseen parts from common and easily implemented graphics algorithms.

By Kenneth E. Hoff, May 1997

PDF | HTML | In the Digital Library

The story of XPilot

By Bjorn Stabell, Ken Ronny Schouten, November 1996

PDF | HTML | In the Digital Library

The video game [R]evolution

By Sarah Elizabeth Burcham, November 1996

PDF | HTML | In the Digital Library

Computer game marketing bias

By Melissa Chaika, November 1996

PDF | HTML | In the Digital Library

Book Reviews: game programming

By Lynellen D. S. Perry, November 1996

PDF | HTML | In the Digital Library

Software review: Doom 2

By Terry White, December 1994

PDF | HTML | In the Digital Library

Software review: tie fighter

By Terry White, September 1994

PDF | HTML | In the Digital Library