Clark Verbrugge

Orcid: 0000-0003-0663-7347

Affiliations:
  • McGill University, Montreal, Canada


According to our database1, Clark Verbrugge authored at least 103 papers between 1993 and 2024.

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Bibliography

2024
Memory Consistency and Program Transformations.
CoRR, 2024

Quantifying and combining uncertainty for improving the behavior of Digital Twin Systems.
CoRR, 2024

Regular Expressions on Modern GPGPUs.
Proceedings of the 16th Workshop on General Purpose Processing Using GPU, 2024

Efficient Octree-based 3D Pathfinding.
Proceedings of the IEEE Conference on Games, 2024

2023
rNdN: Fast Query Compilation for NVIDIA GPUs.
ACM Trans. Archit. Code Optim., September, 2023

Memory Consistency Models for Program Transformations: An Intellectual Abstract.
Proceedings of the 2023 ACM SIGPLAN International Symposium on Memory Management, 2023

Procedural generation of rollercoasters.
Proceedings of the IEEE Conference on Games, 2023

Evaluating Player Experience in Stealth Games: Dynamic Guard Patrol Behavior Study.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

Investigating the Influence of Behaviors and Dialogs on Player Enjoyment in Stealth Games.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
Stealthy path planning against dynamic observers.
Proceedings of the MIG '22: ACM SIGGRAPH Conference on Motion, Interaction and Games, Guanajuato, Mexico, November 3, 2022

2021
Tension Space Analysis for Emergent Narrative.
IEEE Trans. Games, 2021

A Hybrid Synchronization Mechanism for Parallel Sparse Triangular Solve.
Proceedings of the Languages and Compilers for Parallel Computing, 2021

Skeleton-based multi-agent opponent search.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

r3d3: Optimized Query Compilation on GPUs.
Proceedings of the IEEE/ACM International Symposium on Code Generation and Optimization, 2021

A Force Dynamic Model of Narrative Agents.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

Efficient 2D Sound Propagation in Video Games.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

2020
Offline Grid-Based Coverage path planning for guards in games.
CoRR, 2020

A Fully Structure-Driven Performance Analysis of Sparse Matrix-Vector Multiplication.
Proceedings of the ICPE '20: ACM/SPEC International Conference on Performance Engineering, 2020

Reordering Under the ECMAScript Memory Consistency Model.
Proceedings of the Languages and Compilers for Parallel Computing, 2020

Improving database query performance with automatic fusion.
Proceedings of the CC '20: 29th International Conference on Compiler Construction, 2020

A Sketch-Based Tool for Authoring and Analyzing Emergent Narratives.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Geometry of Hiding: Generating Visibility Manifolds.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Dynamic Guard Patrol in Stealth Games.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

2019
Exploration in NetHack With Secret Discovery.
IEEE Trans. Games, 2019

Towards Sketching Interfaces for Multi-paradigm Modeling.
Proceedings of the 22nd ACM/IEEE International Conference on Model Driven Engineering Languages and Systems Companion, 2019

Compiler-driven performance workshop.
Proceedings of the 29th Annual International Conference on Computer Science and Software Engineering, 2019

2018
Scope in model transformations.
Softw. Syst. Model., 2018

Debugging of Model Transformations and Contracts in SyVOLT.
Proceedings of MODELS 2018 Workshops: ModComp, 2018

Expressive Range Analysis of a Possible Worlds Driven Emergent Narrative System.
Proceedings of the Interactive Storytelling, 2018

Modelling Player Understanding of Non-Player Character Paths.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Generating Paths with WFC.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

2017
Report on the 1st International Workshop on Debugging in Model-Driven Engineering (MDEbug'17).
Proceedings of MODELS 2017 Satellite Event: Workshops (ModComp, 2017

Transformations Debugging Transformations.
Proceedings of MODELS 2017 Satellite Event: Workshops (ModComp, 2017

Subject and Subjectivity: A Conversational Game Using Possible Worlds.
Proceedings of the Interactive Storytelling, 2017

Exploration in NetHack using occupancy maps.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Learning Combat in NetHack.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Exhaustive analysis of thread-level speculation.
Proceedings of the 3rd International Workshop on Software Engineering for Parallel Systems, 2016

Towards Inconsistency Tolerance by Quantification of Semantic Inconsistencies.
Proceedings of the 1st International Workshop on Collaborative Modelling in MDE (COMMitMDE 2016) co-located with ACM/IEEE 19th International Conference on Model Driven Engineering Languages and Systems (MoDELS 2016), 2016

Heuristics for sleep and heal in combat.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Reducing memory buffering overhead in software thread-level speculation.
Proceedings of the 25th International Conference on Compiler Construction, 2016

The workshop on compiler-driven performance.
Proceedings of the 26th Annual International Conference on Computer Science and Software Engineering, 2016

Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

Analyzing Stealth Games with Distractions.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
Towards a Unifying Model Transformation Bus.
Proceedings of the Joint Proceedings of the 3rd International Workshop on the Globalization Of Modeling Languages and the 9th International Workshop on Multi-Paradigm Modeling co-located with ACM/IEEE 18th International Conference on Model Driven Engineering Languages and Systems, 2015

A Game Genre Agnostic Framework for Game-Design.
Proceedings of the 4th IEEE/ACM International Workshop on Games and Software Engineering, 2015

Clustering Player Paths.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

14th compiler-driven performance workshop.
Proceedings of 25th Annual International Conference on Computer Science and Software Engineering, 2015

2014
Analysis of ReGEN as a Graph-Rewriting System for Quest Generation.
IEEE Trans. Comput. Intell. AI Games, 2014

Dynamic Scope Discovery for Model Transformations.
Proceedings of the Software Language Engineering - 7th International Conference, 2014

Search-Based Model Optimization Using Model Transformations.
Proceedings of the System Analysis and Modeling: Models and Reusability, 2014

Measuring risk in stealth games.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Target selection for AI companions in FPS games.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

An algorithmic approach to analyzing combat and stealth games.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Generative Methods for Guard and Camera Placement in Stealth Games.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
Adaptive Fork-Heuristics for Software Thread-Level Speculation.
Proceedings of the Parallel Processing and Applied Mathematics, 2013

Mixed Model Universal Software Thread-Level Speculation.
Proceedings of the 42nd International Conference on Parallel Processing, 2013

Towards the design of a human-like FPS NPC using pheromone maps.
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

Adaptive companions in FPS games.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Sequential Pose Estimation Using Linearized Rotation Matrices.
Proceedings of the Tenth Conference on Computer and Robot Vision, 2013

An Exploration Tool for Predicting Stealthy Behaviour.
Proceedings of the Artificial Intelligencein the Game Design Process 2, 2013

Integrating Formal Qualitative Analysis Techniques within a Procedural Narrative Generation System.
Proceedings of the Intelligent Narrative Technologies VI, 2013

Scythe AI: A Tool for Modular Reuse of Game AI.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2012
Language and Architecture Independent Software Thread-Level Speculation.
Proceedings of the Languages and Compilers for Parallel Computing, 2012

Reusable components for artificial intelligence in computer games.
Proceedings of the Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques, 2012

Statechart-Based AI in Practice.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

2011
Guest Editors' Introduction: Engineering Fun.
IEEE Softw., 2011

There is nothing wrong with out-of-thin-air: compiler optimization and memory models.
Proceedings of the 2011 ACM SIGPLAN workshop on Memory Systems Performance and Correctness: held in conjunction with PLDI '11, 2011

McLAB: enabling programming language, compiler and software engineering research for matlab.
Proceedings of the Companion to the 26th Annual ACM SIGPLAN Conference on Object-Oriented Programming, 2011

Measuring cooperative gameplay pacing in World of Warcraft.
Proceedings of the Foundations of Digital Games, 2011

10th Workshop on Compiler-Driven Performance.
Proceedings of the Center for Advanced Studies on Collaborative Research, 2011

2010
A protocol for distributed collision detection.
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games, 2010

Analyzing Computer Game Narratives.
Proceedings of the Entertainment Computing - ICEC 2010, 9th International Conference, 2010

Optimizing Matlab through Just-In-Time Specialization.
Proceedings of the Compiler Construction, 19th International Conference, 2010

9th Workshop on Compiler-Driven Performance.
Proceedings of the 2010 conference of the Centre for Advanced Studies on Collaborative Research, 2010

McLab: an extensible compiler toolkit for MATLAB and related languages.
Proceedings of the Canadian Conference on Computer Science & Software Engineering, 2010

2009
Mammoth: a massively multiplayer game research framework.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

2008
Analyzing the performance of code-copying virtual machines.
Proceedings of the 23rd Annual ACM SIGPLAN Conference on Object-Oriented Programming, 2008

A peer auditing scheme for cheat elimination in MMOGs.
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, 2008

Phase-based adaptive recompilation in a JVM.
Proceedings of the Sixth International Symposium on Code Generation and Optimization (CGO 2008), 2008

Compiler-Guaranteed Safety in Code-Copying Virtual Machines.
Proceedings of the Compiler Construction, 17th International Conference, 2008

2007
Dynamic purity analysis for java programs.
Proceedings of the 7th ACM SIGPLAN-SIGSOFT Workshop on Program Analysis for Software Tools and Engineering, 2007

Component-Based Lock Allocation.
Proceedings of the 16th International Conference on Parallel Architectures and Compilation Techniques (PACT 2007), 2007

2006
Relative factors in performance analysis of Java virtual machines.
Proceedings of the 2nd International Conference on Virtual Execution Environments, 2006

Comparing interest management algorithms for massively multiplayer games.
Proceedings of the 5th Workshop on Network and System Support for Games, 2006

Dynamic Data Structure Analysis for Java Programs.
Proceedings of the 14th International Conference on Program Comprehension (ICPC 2006), 2006

2005
Code Layout as a Source of Noise in JVM Performance.
Stud. Inform. Univ., 2005

Middleware benchmarking: approaches, results, experiences.
Concurr. Comput. Pract. Exp., 2005

SableSpMT: a software framework for analysing speculative multithreading in Java.
Proceedings of the 2005 ACM SIGPLAN-SIGSOFT Workshop on Program Analysis For Software Tools and Engineering, 2005

abc the aspectBench compiler for aspectJ a workbench for aspect-oriented programming language and compilers research.
Proceedings of the Companion to the 20th Annual ACM SIGPLAN Conference on Object-Oriented Programming, 2005

Software Thread Level Speculation for the Java Language and Virtual Machine Environment.
Proceedings of the Languages and Compilers for Parallel Computing, 2005

2004
Measuring the dynamic behaviour of AspectJ programs.
Proceedings of the 19th Annual ACM SIGPLAN Conference on Object-Oriented Programming, 2004

A Practical MHP Information Analysis for Concurrent Java Programs.
Proceedings of the Languages and Compilers for High Performance Computing, 2004

2003
EVolve: An Open Extensible Software Visualisation Framework.
Proceedings of the Proceedings ACM 2003 Symposium on Software Visualization, 2003

*J: a tool for dynamic analysis of Java programs.
Proceedings of the Companion of the 18th Annual ACM SIGPLAN Conference on Object-Oriented Programming, 2003

Dynamic metrics for java.
Proceedings of the 2003 ACM SIGPLAN Conference on Object-Oriented Programming Systems, 2003

2002
STEP: a framework for the efficient encoding of general trace data.
Proceedings of the 2002 ACM SIGPLAN-SIGSOFT Workshop on Program Analysis For Software Tools and Engineering, 2002

A Structure for Modern Computer Narratives.
Proceedings of the Computers and Games, Third International Conference, CG 2002, Edmonton, 2002

A Comprehensive Approach to Array Bounds Check Elimination for Java.
Proceedings of the Compiler Construction, 11th International Conference, 2002

2000
Generating irregular partitionable data structures.
Theor. Comput. Sci., 2000

Soot (poster session): a Java bytecode optimization and annotation framework.
Proceedings of the Addendum to the 2000 Proceedings of the Conference on Object-Oriented Programming Systems, 2000

A framework for optimizing Java using attributes.
Proceedings of the 2000 conference of the Centre for Advanced Studies on Collaborative Research, 2000

1996
Generalized Constant Propagation: A Study in C.
Proceedings of the Compiler Construction, 6th International Conference, 1996

1993
Tetrahedralization of Simple and Non-Simple Polyhedra.
Proceedings of the 5th Canadian Conference on Computational Geometry, 1993


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