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» An empirical evaluation of TCP performance in online games
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NETGAMES
2005
ACM
13 years 12 months ago
Game server selection for multiple players
The increase in power and connectivity of computers has enabled a growth in network games, with many games having numerous servers to which a player can connect. The game server s...
Steven Gargolinski, Christopher St. Pierre, Mark C...
ACMACE
2005
ACM
13 years 12 months ago
Fast delivery of game events with an optimistic synchronization mechanism in massive multiplayer online games
As smart players often win MMOG sessions by adopting frantic gaming strategies along the game evolution, also the system activities concerned with the distributed support of MMOGs...
Stefano Ferretti, Marco Roccetti
NETGAMES
2005
ACM
13 years 12 months ago
Patch scheduling for on-line games
One of the challenges facing the on-line gaming community is the delivery of new content to players. While the initial distribution of a game is typically done via large media for...
Chris Chambers, Wu-chang Feng
INFOCOM
2007
IEEE
14 years 17 days ago
Cross-Layer Analysis of Rate Adaptation, DCF and TCP in Multi-Rate WLANs
—Wireless Internet access is facilitated by IEEE 802.11 WLANs that, in addition to realizing a specific form of CSMA/CA—distributed coordination function (DCF)— implement a ...
Jaehyuk Choi, Kihong Park, Chongkwon Kim
AAAI
2012
11 years 8 months ago
Online Kernel Selection: Algorithms and Evaluations
Kernel methods have been successfully applied to many machine learning problems. Nevertheless, since the performance of kernel methods depends heavily on the type of kernels being...
Tianbao Yang, Mehrdad Mahdavi, Rong Jin, Jinfeng Y...