Articles Tagged: Algorithmic game theory and mechanism design
Articles & Features
COLUMN: INIT
Incentives and Gamification
By Yannai A. Gonczarowski, Gustavo F. Tondello, September 2017
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
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
Interesting complexity
By Caio Camargo, December 2006
AI and the rise of gaming middleware
By Audrey Christophory, December 2006
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
The story of XPilot
By Bjorn Stabell, Ken Ronny Schouten, November 1996
The video game [R]evolution
By Sarah Elizabeth Burcham, November 1996
Computer game marketing bias
By Melissa Chaika, November 1996
Book Reviews: game programming
By Lynellen D. S. Perry, November 1996
The Road Less Traveled: an alternative review of Doom II
By Lorrie Faith Cranor, February 1995
Software review: Doom 2
By Terry White, December 1994
Software review: tie fighter
By Terry White, September 1994