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IPPS
2007
IEEE
15 years 4 months ago
Task-pushing: a Scalable Parallel GC Marking Algorithm without Synchronization Operations
This paper describes a scalable parallel marking technique for garbage collection that does not employ any synchronization operation. To achieve good scalability, two major design...
Ming Wu, Xiao-Feng Li
ICDCS
2012
IEEE
13 years 9 days ago
G-COPSS: A Content Centric Communication Infrastructure for Gaming Applications
—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 (...
Jiachen Chen, Mayutan Arumaithurai, Xiaoming Fu, K...
CDC
2010
IEEE
117views Control Systems» more  CDC 2010»
14 years 4 months ago
Distributed iterative regularization algorithms for monotone Nash games
In this paper, we consider the development of single-timescale schemes for the distributed computation of Nash equilibria. In general, equilibria associated with convex Nash games ...
Aswin Kannan, Uday V. Shanbhag
SIBGRAPI
1999
IEEE
15 years 2 months ago
Multiple Display Viewing Architecture for Virtual Environments over Heterogeneous Networks
Visualization systems that support multiple-display viewing can greatly enhance user perception. The common approach to provide multiple synchronized views uses a powerful centrali...
Alexandre G. Ferreira, Renato Cerqueira, Waldemar ...
MM
2010
ACM
167views Multimedia» more  MM 2010»
14 years 10 months ago
Improving online gaming quality using detour paths
We study the problem of improving the user perceived quality of online games in which multiple players form a game session and exchange game-state updates over an overlay network....
Cong Ly, Cheng-Hsin Hsu, Mohamed Hefeeda