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NETGAMES
2006
ACM
15 years 3 months ago
On correctness of scalable multi-server state replication in online games
Massively Multiplayer Online Games (MMOG) require novel, scalable network architectures for a high amount of participating players in huge game worlds. Consequently, new and compl...
Jens Müller 0004, Andreas Gössling, Serg...
SIGMOD
2009
ACM
168views Database» more  SIGMOD 2009»
15 years 9 months ago
Database research in computer games
This tutorial presents an overview of the data management issues faced by computer games today. While many games do not use databases directly, they still have to process large am...
Alan J. Demers, Johannes Gehrke, Christoph Koch, B...
NETGAMES
2006
ACM
15 years 3 months ago
A distributed architecture for MMORPG
We present an approach to support Massively Multiplayer Online Role-Playing Games. Our proposed solution begins by splitting the large virtual world into smaller regions, each reg...
Marios Assiotis, Velin Tzanov
ICCCN
2007
IEEE
15 years 3 months ago
Grid Computing on Massively Multi-User Online Platform
—Large-scale online applications such as Massively Multiplayer Online Games (MMOGs) require large amount of computing resources that support many players interacting simultaneous...
Y. C. Allen Yu, Ka Lun Eddie Law
IJVR
2007
85views more  IJVR 2007»
14 years 9 months ago
Detection of Landmarks for Clustering of Online-Game Players
—Understanding of player behaviors is an important issue to keep online games interesting to their players. Focusing on player movement, in our previous work, we proposed a metho...
Ruck Thawonmas, Masayoshi Kurashige, Kuan-Ta Chen