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NETGAMES
2005
ACM
13 years 11 months ago
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games
We study the ‘background traffic’ resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play. Networked, multiplay...
Sebastian Zander, David Kennedy, Grenville J. Armi...
ISORC
2008
IEEE
13 years 12 months ago
Efficient Resource Management for Game Server Hosting
This paper describes work to ease the resource allocation problem in the domain of game server hosting. A solution was sought that required no alteration to game server code and w...
Dan Martin, Aad P. A. van Moorsel, Graham Morgan
NETGAMES
2003
ACM
13 years 10 months ago
A fair message exchange framework for distributed multi-player games
—This paper presents a framework for message delivery in real-time multi-player distributed interactive games that use the client-server model. Based on this framework, we propos...
Katherine Guo, Sarit Mukherjee, Sampath Rangarajan...
SIGMOD
2001
ACM
118views Database» more  SIGMOD 2001»
14 years 5 months ago
Proxy-Server Architectures for OLAP
Data warehouses have been successfully employed for assisting decision making by offering a global view of the enterprise data and providing mechanisms for On-Line Analytical proc...
Panos Kalnis, Dimitris Papadias
ICDCS
2012
IEEE
11 years 8 months ago
G-COPSS: A Content Centric Communication Infrastructure for Gaming Applications
—With users increasingly focused on an online world, an emerging challenge for the network infrastructure is the need to support Massively Multiplayer Online Role Playing Games (...
Jiachen Chen, Mayutan Arumaithurai, Xiaoming Fu, K...