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Thomas C. Hudson

dblp:77/5717 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1Theory of computation · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Reinforcement learning · 100%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.412020
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Machine learning › Reinforcement learning › dynamic programming
policy iteration
0.412020
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Algorithmic game theory and mechanism design
equilibrium computation
0.412020
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Algorithmic game theory and mechanism design › learning in games
fictitious play
0.412020
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Collaborative and social computing
remote collaboration
0.012003
Managing Collaboration in the nanoManipulator · VR 2003
Rendering
visibility culling
0.011997
Accelerated Occlusion Culling using Shadow Frusta · SCG 1997

Methods — techniques the papers use, named apart from their topics

deep reinforcement learning · 0.9approximate best response operator · 0.9synchronization · 0.0concurrency control · 0.0interference detection · 0.0hierarchical traversal · 0.0
YearPublicationVenuePosition
2020 Learning to Play No-Press Diplomacy with Best Response Policy Iteration
abstract
Recent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms. We propose a simple yet effective approximate best response operator, designed to handle large combinatorial action spaces and simultaneous moves. We also introduce a family of policy iteration methods that approximate fictitious play. With these methods, we successfully apply RL to Diplomacy: we show that our agents convincingly outperform the previous state-of-the-art, and game theoretic equilibrium analysis shows that the new process yields consistent improvements.
Thomas W. Anthony 0001, Tom Eccles, Andrea Tacchetti, János Kramár, Ian Gemp, Thomas C. Hudson, Nicolas Porcel, Marc Lanctot, Julien Pérolat, Richard Everett 0001, Satinder Singh 0001, Thore Graepel, Yoram Bachrach
NeurIPS6
2003 Managing Collaboration in the nanoManipulator
abstract
We designed, developed, deployed, and evaluated the Collaborative nanoManipulator (CnM), a system supporting remote collaboration between users of the nanoManipulator interface to atomic force microscopes. To be accepted by users, the shared nanoManipulator application had to have the same high level of interactivity as the single user system and the application had to support a user's ability to interleave working privately and working collaboratively. The paper describes the entire collaboration system, but focuses on the shared nanoManipulator application. Based on our experience developing the CnM, we present: a method of analyzing applications to characterize the requirements for sharing data between collaborating sites, examples of data structures that support collaboration, and guidelines for selecting appropriate synchronization and concurrency control schemes.
Thomas C. Hudson, Aron T. Helser, Diane H. Sonnenwald, Mary C. Whitton
VR1
2001 VRPN: a device-independent, network-transparent VR peripheral system
abstract
The Virtual-Reality Peripheral Network (VRPN) system provides a device-independent and network-transparent interface to virtual-reality peripherals. VRPN's application of factoring by function and of layering in the context of devices produces an interface that is novel and powerful. VRPN also integrates a wide range of known advanced techniques into a publicly-available system. These techniques benefit both direct VRPN users and those who implement other applications that make use of VR peripherals.
Russell M. Taylor II, Thomas C. Hudson, Adam Seeger, Jeffrey Juliano, Aron T. Helser
VRST2
1999 MMR: an interactive massive model rendering system using geometric and image-based acceleration
abstract
We present a system for rendering very complex 3D models at interactive rates.We select a subset of the model as preferred viewpoints and partition the space into virtual cells.Each cell contains near geometry, rendered using levels of detail and visibility culling, and far geometry, rendered as a textured depth mesh.Our system automatically balances the screen-space errors resulting from geometric simplification with those from textureddepth-mesh distortion.We describe our prefetching and data management schemes, both crucial for models significantly larger than available system memory.We have successfully used our system to accelerate walkthroughs of a 13 million triangle model of a large coal-fired power plant and of a 1.7 million triangle architectural model.We demonstrate the walkthrough of a 1.3 GB power plant model with a 140 MB cache footprint.
Daniel G. Aliaga, Jonathan D. Cohen 0001, Andrew T. Wilson, Eric Baker, Hansong Zhang 0001, Carl Erikson, Kenneth E. Hoff III, Thomas C. Hudson, Wolfgang Stuerzlinger, Rui Bastos, Mary C. Whitton, Frederick P. Brooks Jr., Dinesh Manocha
SI3D8
1997 Accelerated Occlusion Culling using Shadow Frusta
abstract
: Many applications in computer graphics and virtual environments need to render datasets with large numbers of primitives and high depth complexityatinteractive rates. However, standard techniques like view frustum culling and a hardware z-bu#er are unable to display datasets composed of hundred of thousands of polygons at interactive frame rates on current high-end graphics systems. We add a #conservative" visibility culling stage to the rendering pipeline, attempting to identify and avoid processing of occluded polygons. Given a moving viewpoint, the algorithm dynamically chooses a set of occluders. Each occluder is used to compute a shadow frustum, and all primitives contained within this frustum are culled. The algorithm hierarchicallytraverses the model, culling out parts not visible from the current viewpoint using e#cient, robust, and in some cases specialized interference detection algorithms. The algorithm's performance varies with the location of the viewpoint and the depth...
Thomas C. Hudson, Dinesh Manocha, Jonathan D. Cohen 0001, Ming C. Lin, Kenneth E. Hoff III, Hansong Zhang 0001
SCG1