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...
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...
—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...
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...
—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 (...