Sciweavers

3582 search results - page 158 / 717
» Designing games with a purpose
Sort
View
115
Voted
NOSSDAV
2004
Springer
15 years 6 months ago
Low latency and cheat-proof event ordering for peer-to-peer games
We are developing a distributed architecture for massivelymultiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this archi...
Chris GauthierDickey, Daniel Zappala, Virginia Mar...
86
Voted
INFOCOM
2010
IEEE
14 years 11 months ago
Bargaining and Price-of-Anarchy in Repeated Inter-Session Network Coding Games
— Most of the previous work on network coding has assumed that the users are not selfish and always follow the designed coding schemes. However, recent results have shown that s...
Amir Hamed Mohsenian Rad, Jianwei Huang, Vincent W...
96
Voted
ICASSP
2009
IEEE
14 years 10 months ago
Tree configuration games for distributed stream mining systems
We consider the problem of configuring classifier trees in distributed stream mining system. The configuration involves selecting appropriate false-alarm detection tradeoffs for e...
Hyunggon Park, Deepak S. Turaga, Olivier Verscheur...
SIGCOMM
2009
ACM
15 years 7 months ago
Matchmaking for online games and other latency-sensitive P2P systems
– The latency between machines on the Internet can dramatically affect users’ experience for many distributed applications. Particularly, in multiplayer online games, players s...
Sharad Agarwal, Jacob R. Lorch
116
Voted
ACMACE
2006
ACM
15 years 6 months ago
An empirical evaluation of TCP performance in online games
A fundamental design question to ask in the development of a network game is—Which transport protocol should be used—TCP, UDP, or some other protocols? Seeking an objective an...
Kuan-Ta Chen, Chun-Ying Huang, Polly Huang, Chin-L...