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» Security issues in massive online games
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NETGAMES
2006
ACM
15 years 5 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...
97
Voted
P2P
2009
IEEE
189views Communications» more  P2P 2009»
15 years 6 months ago
Badumna Network Suite: A Decentralized Network Engine for Massively Multiplayer Online Applications
We present Badumna Network Suite, a network engine for Massively Multiplayer Online (MMO) applications. MMO applications such as World of Warcraft and Second Life use client-serve...
Santosh Kulkarni
IJVR
2007
85views more  IJVR 2007»
14 years 11 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
CN
2010
146views more  CN 2010»
14 years 12 months ago
Badumna: A decentralised network engine for virtual environments
Many of today's virtual environment applications, such as massively multi-player online games, involve a large and rapidly changing set of users. The server-based architectur...
Santosh Kulkarni, Scott Douglas, David Churchill
ACMACE
2010
ACM
14 years 6 months ago
Exploiting MMORPG log data toward efficient RMT player detection
To detect players who are engaged in real-money trading (RMT) in massively multi-player online role-playing games (MMORPGs), behavior of players was analyzed using log data of a c...
Hiroshi Itsuki, Asuka Takeuchi, Atsushi Fujita, Hi...