
- Knowledge, Understanding, and Computational Complexity
- Algorithm Explorer: Visualizing Algorithms in a 3D Multimedia Environment
- A Note on the Complexity of Reliability in Neural Piotr Berman
- Improved Upper and Lower Time Bounds for Parallel Random Access Machines without Simultaneous Writes
- From Artistry to Automation: A Structured Methodology for Procedural Content Creation
- A Form for Referees in Theoretical Computer Science Ian Parberry
- Designing a Narrative-Based Audio Only 3D Game Engine Timothy Roden *, Ian Parberry
- Portholes and Planes: Faster Dynamic Evaluation of Potentially Visible Sets Timothy Roden, Ian Parberry
- A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs
- SAGE: A Simple Academic Game Engine [Extended Abstract]
- Clouds and Stars: Efficient Real-Time Procedural Sky Rendering Using 3D Hardware
- Experience with an Industry-Driven Capstone Course on Game Programming
- Are Hopfield Networks Faster Than Conventional Computers?
- On the Complexity of Learning with a Small Number of Ian Parberry
- On the Computational Complexity of Optimal Sorting Network Verification
- A Computer Assisted Optimal Depth Lower Bound for Nine-Input Sorting Networks
- Controlled Procedural Terrain Generation Using Software Agents Jonathon Doran
- EISEYIER Discrete Applied Mathematics 74 ( 1997) 17 l-l 8 I MATHEMATICS
- Discrete Applied Mathematics 73 (1997) 251-260 MATHEMATICS
- A Real-Time Algorithm for the (n2 -1)-Puzzle
- The Pairwise Sorting Network Ian Parberry
- 766 IEEE TRANSACTIONSON COMPUTERS, VOL. 38, NO. 5, MAY 1989 A Note on Nondeterminism in Small, Fast Parallel Computers
- Information Processing Letters 24 (1987) 363-367 6 April 1987 North-Holland
- Information Processing Letters 22 (1986) 285-289 North-Holland
- Circuit Complexity and Feedforward Neural Networks
- hese (\\" 0 perimental~
- A Guide for New Referees in Theoretical Computer Science
- Parallel Speedup of Sequential Machines: a Defense of the Parallel Computation Thesis.
- Real Time Dynamic Wind Calculation for a Pressure Driven Wind System Criss Martin
- The Art and Science of Game Programming [Extended Abstract]
- Game Development in Computer Science Education: From Outcast to Mainstream
- How to Present a Paper: A Speaker's Guide1
- Load Sharing with Parallel Priority Queues Ian Parberry
- A Form for Referees in Theoretical Computer Science
- Scalability of a Neural Network for the Knight's Tour Problem
- Towards Fast, Believable Real-time Rendering of Burning Objects in Video Games
- Challenges and Opportunities in the Design of Game Programming Classes for a Traditional Computer Science Curriculum
- Digital Gaming as a Vehicle for Learning Ursula Wolz
- The SIGACT Theoretical Computer Science Genealogy: Preliminary Report
- The Internet and the Aspiring Games Programmer Ian Parberry
- A New Model for a Student Cyber Security Organization Robert Ayoub
- Randomness + Structure = Clutter: A Procedural Object
- A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs
- Towards Fast, Believable Real-time Rendering of Burning Objects in Video Games
- FAST, BELIEVABLE REAL-TIME RENDERING OF BURNING LOW-POLYGON OBJECTS IN VIDEO GAMES
- PROCEDURAL GENERATION OF SOKOBAN LEVELS Joshua Taylor and Ian Parberry
- VERY FAST REAL-TIME OCEAN WAVE FOAM RENDERING USING HALFTONING Mary Yingst