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TCIAIG
2010
13 years 15 days ago
Game Bot Detection via Avatar Trajectory Analysis
The objective of this work is to automatically detect the use of game bots in online games based on the trajectories of account users. Online gaming has become one of the most popu...
Hsing-Kuo Pao, Kuan-Ta Chen, Hong-Chung Chang
NETGAMES
2004
ACM
13 years 11 months ago
A cheat controlled protocol for centralized online multiplayer games
Ordering of command messages from the clients at the game servers is an important issue that impacts fairness, response times, and smoothness of the game play. Recently, protocols...
Bei Di Chen, Muthucumaru Maheswaran
JCIT
2007
131views more  JCIT 2007»
13 years 5 months ago
Experiential Motives for Playing Online Games
Online games represent a burgeoning market sector of increasing economic importance. The distinctive entertainment-oriented features of such games provide various experiential val...
Dong-Mo Koo, Soo-Hyung Lee, Heung-Seub Chang
AIIDE
2006
13 years 7 months ago
A Framework for Summarizing Game Experiences as Narratives
Online role playing games may be enjoyed periodically for months or years at a time. Players often log onto the game and play for a short time, and then log off for a long period ...
Yun-Gyung Cheong, R. Michael Young
CSE
2009
IEEE
14 years 16 days ago
The Social Behaviors of Experts in Massive Multiplayer Online Role-Playing Games
— We examine the social behaviors of game experts in Everquest II, a popular massive multiplayer online role-playing game (MMO). We rely on Exponential Random Graph Models (ERGM)...
David Huffaker, Jing (Annie) Wang, Jeffrey William...