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Travelled to:
1 × Canada
1 × Cyprus
1 × France
1 × Greece
1 × Hungary
1 × Italy
1 × Portugal
2 × Sweden
6 × USA
Collaborated with:
Jonathan Tremblay L.J.Hendren Jonathan Campbell G.B.Prokopski C.Dragert J.Kienzle C.J.F.Pickett Pedro Andrade Torres B.Dufour K.Driesen F.Qian D.Gu S.Pheng Z.Cao Martin Ashton Alexander Borodovski Navjot Singh Shuo Xu Hugo Scurti Mengxi Xoey Zhang B.Kemme M.Chevalier-Boisvert H.Xu P.Co Qihan Xu Q.Wang R.Brown M.Jukss D.Varró H.Vangheluwe P.Pominville R.Vallée-Rai H.Chen A.Krolik A.Denault Michael Hawker C.Goard O.d.Moor G.Sittampalam W.Wang D.Eng J.Jorgensen
Talks about:
game (8) java (6) framework (5) dynam (5) stealth (4) softwar (3) program (3) analysi (3) player (3) measur (3)

Person: Clark Verbrugge

DBLP DBLP: Verbrugge:Clark

Contributed to:

SLE 20142014
CC 20102010
CC 20082008
CGO 20082008
OOPSLA 20082008
PASTE 20072007
ICPC 20062006
PASTE 20052005
OOPSLA 20042004
OOPSLA 20032003
SOFTVIS 20032003
CC 20022002
PASTE 20022002
CC 20012001
CC 19961996
CC 20162016
CC 20202020
FDG 20092009
FDG 20112011
AIIDE 20122012
AIIDE 20132013
FDG 20132013
AIIDE 20142014
CIG 20142014
FDG 20142014
FDG 20152015
AIIDE 20162016
CIG 20162016
AIIDE 20172017
FDG 20172017
AIIDE 20182018

Wrote 34 papers:

SLE-2014-JukssVVV #model transformation
Dynamic Scope Discovery for Model Transformations (MJ, CV, DV, HV), pp. 302–321.
CC-2010-Chevalier-BoisvertHV #matlab #optimisation
Optimizing Matlab through Just-In-Time Specialization (MCB, LJH, CV), pp. 46–65.
CC-2008-ProkopskiV #safety #virtual machine
Compiler-Guaranteed Safety in Code-Copying Virtual Machines (GBP, CV), pp. 163–177.
CGO-2008-GuV #adaptation #virtual machine
Phase-based adaptive recompilation in a JVM (DG, CV), pp. 24–34.
OOPSLA-2008-ProkopskiV #performance #virtual machine
Analyzing the performance of code-copying virtual machines (GBP, CV), pp. 403–422.
PASTE-2007-XuPV #analysis #java #source code
Dynamic purity analysis for java programs (HX, CJFP, CV), pp. 75–82.
ICPC-2006-PhengV #analysis #data type #java #source code
Dynamic Data Structure Analysis for Java Programs (SP, CV), pp. 191–201.
PASTE-2005-PickettV #framework #java #multi #named #thread
SableSpMT: a software framework for analysing speculative multithreading in Java (CJFP, CV), pp. 59–66.
OOPSLA-2004-DufourGHMSV #aspectj #behaviour #source code
Measuring the dynamic behaviour of AspectJ programs (BD, CG, LJH, OdM, GS, CV), pp. 150–169.
OOPSLA-2003-DufourDHV #java #metric
Dynamic metrics for java (BD, KD, LJH, CV), pp. 149–168.
SOFTVIS-2003-WangWBDDHV #framework #named #visualisation
EVolve: An Open Extensible Software Visualisation Framework (QW, WW, RB, KD, BD, LJH, CV), pp. 37–46.
CC-2002-QianHV #approach #array #bound #java
A Comprehensive Approach to Array Bounds Check Elimination for Java (FQ, LJH, CV), pp. 325–342.
PASTE-2002-BrownDEHJVW #encoding #framework #named #performance
STEP: a framework for the efficient encoding of general trace data (RB, KD, DE, LJH, JJ, CV, QW), pp. 27–34.
CC-2001-PominvilleQVHV #framework #java #optimisation #using
A Framework for Optimizing Java Using Attributes (PP, FQ, RVR, LJH, CV), pp. 334–354.
CC-1996-VerbruggeCH #c #case study #constant
Generalized Constant Propagation: A Study in C (CV, PC, LJH), pp. 74–90.
CC-2016-CaoV #concurrent #memory management #thread
Reducing memory buffering overhead in software thread-level speculation (ZC, CV), pp. 12–22.
CC-2020-ChenKKVH #automation #database #performance #query
Improving database query performance with automatic fusion (HC, AK, BK, CV, LJH), pp. 63–73.
FDG-2009-KienzleVKDH #framework #game studies #multi #named #research
Mammoth: a massively multiplayer game research framework (JK, CV, BK, AD, MH), pp. 308–315.
FDG-2011-AshtonV
Measuring cooperative gameplay pacing in World of Warcraft (MA, CV), pp. 77–83.
AIIDE-2012-DragertKV
Statechart-Based AI in Practice (CD, JK, CV).
AIIDE-2013-DragertKV #composition #game studies #reuse #using
Scythe AI: A Tool for Modular Reuse of Game AI (CD, JK, CV).
FDG-2013-TremblayV #adaptation #game studies
Adaptive companions in FPS games (JT, CV), pp. 229–236.
AIIDE-2014-XuTV #game studies #generative
Generative Methods for Guard and Camera Placement in Stealth Games (QX, JT, CV).
CIG-2014-TremblayTV #algorithm #approach #game studies
An algorithmic approach to analyzing combat and stealth games (JT, PAT, CV), pp. 1–8.
FDG-2014-TremblayDV #game studies
Target selection for AI companions in FPS games (JT, CD, CV).
FDG-2014-TremblayTV #game studies
Measuring risk in stealth games (JT, PAT, CV).
FDG-2015-CampbellTV #clustering
Clustering Player Paths (JC, JT, CV).
AIIDE-2016-BorodovskiV #game studies
Analyzing Stealth Games with Distractions (AB, CV), pp. 129–135.
AIIDE-2016-SinghV #2d #analysis
Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions (NS, CV), pp. 72–78.
CIG-2016-XuV #heuristic
Heuristics for sleep and heal in combat (SX, CV), pp. 1–8.
AIIDE-2017-CampbellV #learning
Learning Combat in NetHack (JC, CV), pp. 16–22.
FDG-2017-CampbellV #using
Exploration in NetHack using occupancy maps (JC, CV), p. 4.
AIIDE-2018-ScurtiV #generative
Generating Paths with WFC (HS, CV), pp. 271–274.
AIIDE-2018-ZhangV #comprehension #modelling
Modelling Player Understanding of Non-Player Character Paths (MXZ, CV), pp. 257–264.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.