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79
22.10.2009 Implementation of a Peer-to-Peer Multiplayer Game with Realtime Requirements
"... Massively multiplayer online games (MMOGs) have become increasingly popular in the recent years, particularly in the form of online role-playing games (MMORPGs). These games support up to several ten thousand players interacting in a virtual game world. The current commercially successful games are ..."
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serious alternative. This work analyzes the implementation of both a client-server and a peer-to-peer networking model for the prototype shooter game Planet π4. Initially, a survey introduces recent academic approaches to peer-to-peer systems specifically designed for games. Of those, one system
Incentivizing peer-assisted services: a fluid Shapley value approach
- in ACM SIGMETRICS Performance Evaluation Review
"... ABSTRACT A new generation of content delivery networks for live streaming, video on demand, and software updates takes advantage of a peer-to-peer architecture to reduce their operating cost. In contrast with previous uncoordinated peer-to-peer schemes, users opt-in to dedicate part of the resource ..."
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Cited by 34 (3 self)
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ABSTRACT A new generation of content delivery networks for live streaming, video on demand, and software updates takes advantage of a peer-to-peer architecture to reduce their operating cost. In contrast with previous uncoordinated peer-to-peer schemes, users opt-in to dedicate part
Künstliche Intelligenz für ein Massively Multiplayer Online Game
"... Hiermit versichere ich, die vorliegende Bachelor-Thesis ohne Hilfe Dritter nur mit den angegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus Quellen entnommen wurden, sind als solche kenntlich gemacht. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbe ..."
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forward for the future: it will allow small companies to create MMOG without having to sustain the cost of a server infrastructure or to request a monthly subscription to the players. On the other hand gamers will be more attracted to such games since they will not have to pay monthly fees to play a peer-to-peer
Gameplay-Entwurf und-Implementierung für ein Massively Multiplayer Online Game
"... Hiermit versichere ich, die vorliegende Bachelor-Thesis ohne Hilfe Dritter nur mit den angegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus Quellen entnommen wurden, sind als solche kenntlich gemacht. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbe ..."
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Prüfungsbehörde vorgelegen. Darmstadt, den 30th March 2011 Massively multiplayer online games (MMOGs) are very popular nowadays, but mostly still are implemented in a client-server based approach. This thesis is part of a study on the question: Are peer-to-peer networks suitable for real time applications like
Autonomous Demand-Side Management Based on Game-Theoretic Energy Consumption Scheduling for the Future Smart Grid
"... Abstract—Most of the existing demand-side management programs focus primarily on the interactions between a utility company and its customers/users. In this paper, we present an autonomous and distributed demand-side energy management system among users that takes advantage of a two-way digital comm ..."
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Cited by 1 (0 self)
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on their energy consumption schedules to other users. We also show that users will have the incentives to participate in the energy consumption scheduling game and subscribing to such services. Simulation results confirm that the proposed approach can reduce the peak-to-average ratio of the total energy demand
Autonomous Demand Side Management Based on Game-Theoretic Energy Consumption Scheduling for the Future Smart Grid
"... Abstract — Most of the existing demand side management programs focus primarily on the interactions between a utility company and its customers/users. In this paper, we present an autonomous and distributed demand side energy management system among users that takes advantage of a two-way digital co ..."
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on their energy consumption schedules to other users. We also show that users will have the incentives to participate in the energy consumption scheduling game and subscribing to such services. Simulation results confirm that the proposed approach can reduce the peak-to-average ratio of the total energy demand
Empowering Users To Become Designers: Using Meta-Design Environments to Enable and Motivate Sustainable Energy Decisions
"... Unsustainable energy consumption is a systemic problem facing societies. While technological innovations are necessary to address this problem, they are not sufficient but need to be integrated with social and behavioral changes. Our approach is based on understanding and using participatory design ..."
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Cited by 1 (0 self)
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not just as a paradigm to design software, but as the foundation for socio-technical environments that enable and support a cultural shift from passive consumers of energy to active decisions makers. Our research is grounded in two theoretical frameworks, meta-design and cultures of participation, which we
Design and Implementation for an Android based Massively Multiplayer Online Augmented Reality Game Entwurf und Implementierung für ein Android basiertes Massively Multiplayer Online Augmented Reality Game
, 2014
"... Hiermit versichere ich, die vorliegende Master-Thesis ohne Hilfe Dritter nur mit den an-gegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus Quellen entnommen wurden, sind als solche kenntlich gemacht. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbeh ..."
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Prüfungsbehörde vorgelegen. Darmstadt, den 28th February 2014 (Denis Lapiner) This Master’s Thesis proposes and implements a game design for an Android based massively multiplayer online augmented reality game. The proposed game design is based on an analysis of other popular aug-mented reality games
The Computer Games Journal
, 2013
"... Abstract The shift from physical to digital platforms has turned entertainment from a commodity into a service. The video game industry has embraced this evolution for many years. However, until recently it was mainly confined to the digital distribution of games (such as subscriptions for MMO game ..."
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the game; or, (2) (to use a more comprehensive meaning), all kinds of trading items for real money, either legally or illegally (this includes F2P microtransactions). The RMT of virtual items emerged on a large scale back in 1999 in Massively Multiplayer Online games (MMOs) such as Ultima Online
Using BubbleStorm Accepted Master-Thesis from Marcel Lucas
"... Hiermit versichere ich, die vorliegende Master-Thesis ohne Hilfe Dritter nur mit den angegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus Quellen entnommen wurden, sind als solche kenntlich gemacht. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbehö ..."
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of scalability and maintainability. Hence, different approaches are based on Peer-to-Peer (P2P) technology. In particular, fast-paced NVEs stress these systems and most likely cause high overlay maintenance overhead. This Master’s Thesis presents a novel approach to spatial Publish/Subscribe (Pub/Sub) in P2P
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