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ATAL
2007
Springer
15 years 7 months ago
Routing games with an unknown set of active players
In many settings there exists a set of potential participants, but the set of participants who are actually active in the system, and in particular their number, is unknown. This ...
Itai Ashlagi, Dov Monderer, Moshe Tennenholtz
111
Voted
NETGAMES
2006
ACM
15 years 6 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...
96
Voted
HUC
2005
Springer
15 years 6 months ago
Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game
This paper presents Treasure, an outdoor mobile multiplayer game inspired by Weiser’s notion of seams, gaps and breaks in different media. Playing Treasure involves movement in a...
Louise Barkhuus, Matthew Chalmers, Paul Tennent, M...
MM
2004
ACM
104views Multimedia» more  MM 2004»
15 years 6 months ago
Supporting continuous consistency in multiplayer online games
Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some ...
Frederick W. B. Li, Lewis W. F. Li, Rynson W. H. L...
86
Voted
NCA
2008
IEEE
15 years 7 months ago
A Fast and Robust Content-based Publish/Subscribe Architecture
We present cluster-based publish/subscribe, a novel architecture that is not only resilient to event broker failures but also provides load balancing and fast event dissemination ...
Hojjat Jafarpour, Sharad Mehrotra, Nalini Venkatas...