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» Modeling ping times in first person shooter games
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NETGAMES
2006
ACM
13 years 11 months ago
Post-game estimation of game client RTT and hop count distributions
In first person shooter (FPS) games the round trip time (RTT) (delay, or ‘lag’) between a client and server is an important criterion for players when deciding which server to ...
Grenville J. Armitage, Carl Javier, Sebastian Zand...
AIIDE
2008
13 years 7 months ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
SIGMETRICS
2010
ACM
208views Hardware» more  SIGMETRICS 2010»
13 years 10 months ago
Dynamics in congestion games
Game theoretic modeling and equilibrium analysis of congestion games have provided insights in the performance of Internet congestion control, road transportation networks, etc. D...
Devavrat Shah, Jinwoo Shin
PODC
2009
ACM
14 years 5 months ago
Load balancing without regret in the bulletin board model
We analyze the performance of protocols for load balancing in distributed systems based on no-regret algorithms from online learning theory. These protocols treat load balancing a...
Éva Tardos, Georgios Piliouras, Robert D. K...
ICHIM
2001
121views more  ICHIM 2001»
13 years 6 months ago
From Dust to Stardust: A Collaborative 3D Virtual Museum of Computer Science
One of the outcomes of Moore's Law - according to which the exponential growth of technical advances in computer science is pushing more and more of our computers into obsole...
Thimoty Barbieri, Franca Garzotto, Giovanni Beltra...