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Unsynchronized Multiplayer Networked Games: Feasibility with Time Rewind
"... Abstract — This paper presents the findings of latency testing on a game with time rewind player abilities, built on a proposed engine with the concept of unsynchronized networked game instances. Keywords- Unsynchronised networked game, multiplayer time rewind, network latency effect I. ..."
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Abstract — This paper presents the findings of latency testing on a game with time rewind player abilities, built on a proposed engine with the concept of unsynchronized networked game instances. Keywords- Unsynchronised networked game, multiplayer time rewind, network latency effect I.
Peer-to-Peer Support for Massively Multiplayer Games
, 2004
"... We present an approach to support massively multi-player games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed scalab ..."
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Cited by 235 (2 self)
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We present an approach to support massively multi-player games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed
Mining Knowledge-Sharing Sites for Viral Marketing
, 2002
"... Viral marketing takes advantage of networks of influence among customers to inexpensively achieve large changes in behavior. Our research seeks to put it on a firmer footing by mining these networks from data, building probabilistic models of them, and using these models to choose the best viral mar ..."
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Cited by 363 (8 self)
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Viral marketing takes advantage of networks of influence among customers to inexpensively achieve large changes in behavior. Our research seeks to put it on a firmer footing by mining these networks from data, building probabilistic models of them, and using these models to choose the best viral
Difficulties in Simulating the Internet
- IEEE/ACM Transactions on Networking
, 2001
"... Simulating how the global Internet behaves is an immensely challenging undertaking because of the network's great heterogeneity and rapid change. The heterogeneity ranges from the individual links that carry the network's traffic, to the protocols that interoperate over the links, to the & ..."
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Cited by 341 (8 self)
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Simulating how the global Internet behaves is an immensely challenging undertaking because of the network's great heterogeneity and rapid change. The heterogeneity ranges from the individual links that carry the network's traffic, to the protocols that interoperate over the links
A Distributed Architecture for Multiplayer Interactive Applications on the Internet
- IEEE Networks magazine
, 1999
"... This paper describes the design, implementation, and evaluation of MiMaze, a distributed multiplayer game on the Internet, and, more precisely, on the design of dedicated transmission control mechanisms. MiMaze is implemented on a completely distributed communication architecture based on the IP mul ..."
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Cited by 99 (1 self)
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provides an evaluation of the MiMaze game on the MBone, and discusses approaches to monitor and evaluate this new type of application. The main contribution of this work is to show, based on an example, the feasibility of this new family of applications on a best-effort network. It is shown that real-time
The v distributed system
, 1988
"... The V distributed System was developed at Stanford University as part of a research project to explore issues in distributed systems. Aspects of the design suggest important directions for the design of future operating systems and communication systems. ..."
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Cited by 312 (7 self)
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The V distributed System was developed at Stanford University as part of a research project to explore issues in distributed systems. Aspects of the design suggest important directions for the design of future operating systems and communication systems.
Results 1 - 10
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