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» Networking Aspects for Gaming Systems
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NOSSDAV
2005
Springer
15 years 11 months ago
Game traffic analysis: an MMORPG perspective
Kuan-Ta Chen, Polly Huang, Chun-Ying Huang, Chin-L...
IPPS
2007
IEEE
16 years 15 hour ago
A Framework for Modeling Operating System Mechanisms in the Simulation of Network Protocols for Real-Time Distributed Systems
In this paper we present a software tool for the simulation of distributed real-time embedded systems. Our tool is based on the popular NS-2 package for simulating the networking ...
Paolo Pagano, Prashant Batra, Giuseppe Lipari
DSRT
2004
IEEE
15 years 9 months ago
FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games
State-of-the-art Massively Multiplayer Games such as EverQuest and Ultima Online are currently implemented as client-server systems. Although this approach allows the development ...
Fábio Reis Cecin, Rodrigo Araújo Rea...
CSE
2009
IEEE
16 years 14 days ago
The Social Behaviors of Experts in Massive Multiplayer Online Role-Playing Games
— We examine the social behaviors of game experts in Everquest II, a popular massive multiplayer online role-playing game (MMO). We rely on Exponential Random Graph Models (ERGM)...
David Huffaker, Jing (Annie) Wang, Jeffrey William...
ICNP
2007
IEEE
16 years 1 days ago
A Game Theoretic Framework of Distributed Power and Rate Control in IEEE 802.11 WLANs
—We present a game-theoretic study on the power and rate control problem in IEEE 802.11 WLANs where network participants choose appropriate transmission power and data rate to ac...
Lin Chen, Jean Leneutre