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Dhanyu Amarasinghe and Ian Parberry. Fast, believable real-time rendering of burning
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Dhanyu Amarasinghe and Ian Parberry. Towards fast, believable real-time rendering of
burning objects in video games. In Proceedings of the 6th Annual International Conference on
the Foundations of Digital Games, pages 256–258, July 2011.

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Dhanyu Amarasinghe and Ian Parberry. Real-time rendering of burning solid objects in
video games. In Proceedings of the 18th International Conference on Computer Games, pages
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Dhanyu Amarasinghe and Ian Parberry. Real-time rendering of melting objects in video
games. In Proceedings of the 18th International Conference on Computer Games, pages
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[5]
Ki Yin Chang andGene Eu Jan and Ian Parberry. A method for searching optimal routes
with collision avoidance on raster charts. Journal of Navigation, 56(3):371–384, 2003.

[6]
Piotr Berman, Ian Parberry, and Georg Schnitger. A note on the complexity of reliability
in neural networks. IEEE Transactions on Neural Networks, 3(6):998–1002, 1992.

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Erik Carson, Ian Parberry, and Bradley Jensen. Algorithm Explorer: Visualizing algorithms
in a 3D multimedia environment. In Proceedings of the 2007 ACM Technical Symposium on
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Ki Yin Chang, Gene Eu Jan, Chien-Min Su, and Ian Parberry. Optimal interceptions on
two-dimensional grids with obstacles. Journal of Navigation, 61(1), 2008.

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Jonathan Doran and Ian Parberry. A prototype quest generator based on a structural
analysis of quests from four MMORPGs. In Proceedings of the Second International Workshop
on Procedural Content Generation in Games, pages 1–8, July 2011.

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Jonathon Doran and Ian Parberry. Controlled procedural terrain generation using software
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Jonathon Doran and Ian Parberry. Emergent economies for role playing games.
International Journal of Intelligent Games and Simulation, 7(1):35–47, 2012.

[12]
Fletcher Dunn and Ian Parberry. 3D Math Primer for Graphics and Game Development.
Wordware, 2002.

[13]
Fletcher Dunn and Ian Parberry. 3D Math Primer for for Graphics and Game
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Michael R. Fellows and Ian Parberry. SIGACT trying to get children excited about CS.
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William Gasarch and Ian Parberry. Problems on Algorithms. Second edition, 2002.

[16]
Leslie M. Goldschlager and Ian Parberry. On the construction of parallel computers from
various bases of Boolean functions. Theoretical Computer Science, 43(1):43–58, 1986.

[17]
Gene Eu Jan, Ki Yin Chang, Su Gao, and Ian Parberry. A new 4-geometry maze routing
algorithm. ACM Transactions on Design Automation of Electronic Systems, 9(1), 2005.

[18]
Gene Eu Jan, Ki Yin Chang, and I. Parberry. Optimal path planning for mobile robot
navigation. IEEE Transactions on Mechatronics, 13(4):451–460, 2008.

[19]
Oleg Kyek, Ian Parberry, and Ingo Wegener. Bounds on the number of knight’s tours.
Discrete Applied Mathematics, 74:171–181, 1997.

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Criss Martin and Ian Parberry. Real time dynamic wind calculation for a pressure driven
wind system. In Proceedings of the 2006 ACM SIGGRAPH Video Game Symposium, pages
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Timothy McMahan, Ian Parberry, and Thomas D.
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Timothy McMahan, Ian Parberry, and Thomas D. Parsons. Evaluating player task
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Timothy McMahan, Ian Parberry, and Thomas D. Parsons. Modality specific assessment
of video game players experience using the Emotiv. Entertainment Computing, 7(0):1–6, 2015.

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Zoran Obradovic and Ian Parberry. Computing with discrete multi-valued neurons.
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Zoran Obradovic and Ian Parberry. Learning with discrete multi-valued neurons. In
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Zoran Obradovic and Ian Parberry. Computing with discrete multi-valued neurons. Journal
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Zoran Obradovic and Ian Parberry. Learning with discrete multi-valued neurons. Journal
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Ian Parberry. Some practical simulations of impractical parallel computers. In Proceedings
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Ian Parberry. On recurrent and recursive interconnection patterns. Information Processing
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Ian Parberry. Parallel speedup of sequential machines: A defense of the parallel
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Ian Parberry. An improved simulation of space and reversal bounded deterministic turing
machines by width and depth bounded uniform circuits. Information Processing Letters,
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Ian Parberry. Parallel Complexity Theory. Research Notes in Theoretical Computer
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Ian Parberry. Some practical simulations of impractical parallel computers. Parallel
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Ian Parberry. A computer assisted optimal depth lower bound for nine-input sorting
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Ian Parberry. A note on nondeterminism in small, fast parallel computers. IEEE
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Ian Parberry. An optimal time bound for oblivious routing. Algorithmica, 5(2):243–251,
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Ian Parberry. A primer on the complexity theory of neural networks. In R. B. Banerji,
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Ian Parberry. Single-exception sorting networks and the computational complexity of
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Ian Parberry. A computer assisted optimal depth lower bound for nine-input sorting
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Ian Parberry. On the computational complexity of optimal sorting network verification.
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Ian Parberry. On the complexity of learning with a small number of nodes. In Proceedings
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Ian Parberry. The pairwise sorting network. Parallel Processing Letters, 2(2,3):205–211,
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Ian Parberry. Circuit Complexity and Neural Networks. MIT Press, 1994.

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Ian Parberry. The internet and the aspiring games programmer. In James Ford, Fillia
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Ian Parberry. Load sharing with parallel priority queues. Journal of Computer and System
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Ian Parberry. A real-time algorithm for the (n^{
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Ian Parberry. Structural Complexity and Discrete Neural Networks, pages 945–948. MIT
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Ian Parberry. Circuit complexity and feedforward neural networks. In Paul Smolensky,
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Ian Parberry. Scalability of a neural network for the knight’s tour problem.
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Ian Parberry. An efficient algorithm for the knight’s tour problem. Discrete Applied
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Ian Parberry. Knowledge, understanding, and computational complexity. In W.R. Elsberry
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Ian Parberry. Learn Computer Game Programming with DirectX 7.0. Wordware, 2000.

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Ian Parberry. Introduction to Computer Game Programming with DirectX 8.0. Wordware,
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Ian Parberry. Game development in computer science education: From outcast to
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Ian Parberry. Challenges and opportunities in the design of game programming classes
for a traditional computer science curriculum. Journal of Game Design and Development
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Ian Parberry. Introduction to Game Physics with Box2D. A.K. Peters, 2013.

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Ian Parberry. Adventures in ASCII art. Leonardo, 47(3):263–264, 2014.

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Ian Parberry. Amortized noise. Journal of Computer Graphics Techniques, 3(2):31–47,
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Ian Parberry. Designer worlds: Procedural generation of infinite terrain from real-world
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Ian Parberry. Modeling real-world terrain with exponentially distributed noise. Journal of
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Ian Parberry. A memory-efficient method for fast computation of short 15-puzzle solutions.
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Ian Parberry, Max B. Kazemzadeh, and Timothy Roden. The art and science of game
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Ian Parberry, Jeremy R. Nunn, Joseph Scheinberg, Erik Carson, and Jason Cole. SAGE:
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Ian Parberry, Timothy Roden, and Max B. Kazemzadeh. Experience with an
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Ian Parberry and Georg Schnitger. Relating Boltzmann machines to conventional models
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Ian Parberry and Georg Schnitger. Relating Boltzmann machines to conventional models
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Bruce Parker and Ian Parberry. Constructing sorting networks from k-sorters. Information
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Timothy Roden and Ian Parberry. From artistry to automation: A structured methodology
for procedural content creation. In Proceedings of the 3rd International Conference on
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Timothy Roden and Ian Parberry. Portholes and planes: Faster dynamic evaluation of
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Timothy Roden and Ian Parberry. Clouds and stars: Efficient real-time procedural
sky rendering using 3D hardware. In Proceedings of the 2005 ACM SIGCHI International
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Timothy Roden and Ian Parberry. Procedural level generation. In Game Programming
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Timothy Roden, Ian Parberry, and David Ducrest. Toward mobile entertainment: A
paradigm for narrative-based audio only games. In Proceedings of the 2005 ACM SIGCHI
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Timothy Roden, Ian Parberry, and David Ducrest. Toward mobile entertainment:
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Mary Sheeran and Ian Parberry. A new approach to the design of optimal parallel prefix
circuits. Technical Report 2006:1, Department of Computer Science and Engineering, Chalmers
University of Technology, Göteborg, Sweden, 2006.

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Jon Sorenson and Ian Parberry. Two fast parallel prime number sieves. Information and
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Joshua Taylor and Ian Parberry. Procedural generation of Sokoban levels. In Proceedings
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Joshua Taylor, Thomas D. Parsons, and Ian Parberry. Comparing player attention on
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Hung-Li Tseng and Ian Parberry. Are hopfield networks faster than conventional
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Pei Yuan Yan and Ian Parberry. Improved upper and lower time bounds for parallel
random access machines without simultaneous writes. SIAM Journal on Computing,
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Pei Yuan Yan and Ian Parberry. Exponential size lower bounds for some depth three
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Mary Yingst, Jennifer R. Alford, and Ian Parberry. Very fast real-time ocean wave foam
rendering using halftoning. In Proceedings of the 6th International North American Conference
on Intelligent Games and Simulation, pages 27–34. EUROSIS, 2011.