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Results 1 - 8 of 8

Approximate list-decoding of direct product . . .

by Russell Impagliazzo, Ragesh Jaiswal, Valentine Kabanets
"... Given a message msg ∈ {0, 1} N, its k-wise direct product encoding is the sequence of k-tuples (msg(i1),..., msg(ik)) over all possible k-tuples of indices (i1,..., ik) ∈ {1,..., N} k. We give an efficient randomized algorithm for approximate local list-decoding of direct product codes. That is, gi ..."
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, given oracle access to a word which agrees with a k-wise direct product encoding of some message msg ∈ {0, 1} N in at least ɛ � poly(1/k) fraction of positions, our algorithm outputs a list of poly(1/ɛ) strings that contains at least one string msg ′ which is equal to msg in all but at most k −Ω(1

Condition Message Coincidence

by A. Vasilyev
"... A classifier system is a self-learning system based on syntactically simple rules. It was first introduced by Holland [1]. Lots of rules can be activated at the same time, which is why information is being processed in parallel. 1.1. Simple classifier system According to Holland [1], a non-learning ..."
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) that ensures interaction with the environment or its change. At any time the message list can contain zero or more messages. Each message is of similar simple structure and consists of a string of fixed length L and alphabet A msg, say, a binary one. Using this structure makes it possible to compare conditions

22.10.2009 Implementation of a Peer-to-Peer Multiplayer Game with Realtime Requirements

by Gutachten Alej, Ro Buchmann
"... 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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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 client-server based, which is feasible for relatively slow role-playing games. Those have modest bandwidth and latency requirements and are paid for by their customers. For MMOGs with higher realtime requirements and/or a smaller number of customers willing to pay, peer-to-peer networking seems to be a 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 is selected for implementation with Planet π4. Planet π4 is improved in several aspects for the purpose of analyzing various network implementations. First, its architecture is restructured and cleaned to allow for an easy replacement of the networking component. Second, its core is modified to work in a completely event-based mode, supporting the execution of the game in an discrete-event-based network simulator. Third, a simple artificial intelligence player is developed for workload generation in large (and possibly simulated) networks. Furthermore, the newly developed transport protocol CUSP is applied for the network implementation, thus the game is the first real application using CUSP. Finally the game Planet π4 is integrated with the CUSP network simulator, allowing to run the whole game in a simulated network without the need for modification of its core components. Kurzfassung Massen-Mehrspieler-Onlinespiele (Massively multiplayer online games; MMOGs) wurden in den vergangenen Jahren zunehmend populär, insbesondere in Form von Online-Rollenspielen (MMORPGs). In

Ad Hoc Networks xxx (2012) xxx–xxx Contents lists available at SciVerse ScienceDirect

by Wei Dong, Chun Chen, Jiajun Bu, Chao Huang
"... journal homepage: www.elsevier.com/locate/adhoc Enabling efficient reprogramming through reduction of executable modules ..."
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journal homepage: www.elsevier.com/locate/adhoc Enabling efficient reprogramming through reduction of executable modules

doi:10.1093/comjnl/bxp026 A Digest and Pattern Matching-Based Intrusion Detection Engine

by Zhongqiang Chen, Yuan Zhang, Zhongrong Chen, Alex Delis , 2008
"... Intrusion detection/prevention systems (IDSs/IPSs) heavily rely on signature databases and pattern matching (PM) techniques to identify network attacks. The engines of such systems often employ traditional PM algorithms to search for telltale patterns in network flows. The observations that real-wor ..."
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Intrusion detection/prevention systems (IDSs/IPSs) heavily rely on signature databases and pattern matching (PM) techniques to identify network attacks. The engines of such systems often employ traditional PM algorithms to search for telltale patterns in network flows. The observations that real-world network traffic is largely legitimate and that telltales manifested by exploits rarely appear in network streams lead us to the proposal of Fingerprinter. This framework integrates fingerprinting and PM methods to rapidly distinguish well-behaved from malicious traffic. Fingerprinter produces concise digests or fingerprints for attack signatures during its programming phase. In its querying phase, the framework quickly identifies attack-free connections by transforming input traffic into its fingerprint space and matching its digest against those of attack signatures. If the legitimacy of a stream cannot be determined by fingerprints alone, our framework uses the Boyer–Moore algorithm to ascertain whether attack signatures appear in the stream. To reduce false matches, we resort to multiple fingerprinting techniques including Bloom–Filter and Rabin–Fingerprint. Experimentation with a prototype and a variety of traces has helped us establish that Fingerprinter significantly accelerates the attack detection process.

Abstract Multichannel Communication in Contiki's Low-power IPv6 Stack

by Ipv Stack, Beshr Al Nahas, Beshr Al Nahas
"... Vast majority of wireless appliances used in household, industry and medical field share the ISM frequency band. These devices need to coexist and thus are challenged to tolerate their mutual interference. One way of dealing with this is by using frequency hopping; where the device changes its radio ..."
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Vast majority of wireless appliances used in household, industry and medical field share the ISM frequency band. These devices need to coexist and thus are challenged to tolerate their mutual interference. One way of dealing with this is by using frequency hopping; where the device changes its radio channel periodically. Consequently, communications will not suffer from the same interference each time; instead, it should be fairer and more stable. This thesis investigates the aforementioned problem in the field of low power wireless sensor networks and Internet of Things where Contiki OS is used. We introduce a low-power pseudo-random frequency-hopping MAC protocol which is specifically characterized as a duty cycled asynchronous sender-initiated LPL style protocol. We illustrate two flavors of the protocol; one that does not use any dedicated channel and another which allows dedicated broadcast channels that can implement frequency-hopping as well. We implement

Using BubbleStorm Accepted Master-Thesis from Marcel Lucas

by Assessor Prof Alej, Ro P. Buchmann, Ph. D
"... 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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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 Prüfungsbehörde vorgelegen. Darmstadt, den 17. Mai 2011 (Marcel Lucas) The popularity of Networked Virtual Environments (NVE) increased remarkably in recent years where a plethora of players participate concurrently. Traditional approaches applying the Client/Server pattern swiftly reach their limit in terms 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 NVEs. The unstructured P2P system BubbleStorm offers flexible and scalable means and is therefore used as a fundamental base for the developed Pub/Sub system. As the evaluation of the subscription is performed

Gameplay-Entwurf und-Implementierung für ein Massively Multiplayer Online Game

by Denis Lapiner, Gutachten Prof Alej, Ro Buchmann, Gutachten Max Lehn, Tag Einreichung
"... 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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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 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 games?. This work discusses Planet π4, a prototype for a 3D space shooter game, designed for benchmarking with exchangeable underlying network systems. In this thesis the original game was improved, especially the gameplay and the produced network load, but also graphics were reworked. The gameplay was enhanced with asteroids, upgrade points and shield regenerators, which make it more complex and allow tactical playing and team work. The keybord controls were enriched with the mouse control feature, which in combination with various motion hints and a better game balance have made the game to a dynamic and challenging 3D space shooter. The game
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