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Die Deutsche Bibliothek- Cataloging in Publication Data
, 1996
"... @ Printed on acid-free paper which falls within the guidelines of the ANSI ..."
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@ Printed on acid-free paper which falls within the guidelines of the ANSI
Cryptographic Voting Protocols A Prototype Design and Implementation for University Elections at TU Darmstadt
"... I would like to thank some people who were involved in the creation of this thesis: • Berry Schoenmakers of TU Eindhoven for introducing me to the topic of cryptographic voting protocols. • Evangelos Karatsiolis for his work in guiding me through the process of writing this thesis and his constant m ..."
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I would like to thank some people who were involved in the creation of this thesis: • Berry Schoenmakers of TU Eindhoven for introducing me to the topic of cryptographic voting protocols. • Evangelos Karatsiolis for his work in guiding me through the process of writing this thesis and his constant motivation. • Roberto Samarone Araujo for hours of discussing various protocols with Evengelos and me. • Warren D. Smith for providing with a preliminary version of his upcoming book »How Mathematics can Improve Democracy«. • Ute Günther and Christian Burgmann for their proof-reading. Nonetheless, any remaing errors shall be blamed on me. • Andrea Peter for her love and for cheering me up when I was down. • Last but not least my parents, Jacqueline Herrnkind and Hans Peter Klink – without their love and continuous support, this thesis would never have been written.
Acknowledgements
, 2006
"... First, I would like to thank to Dimka Karastoyanova and Mariano Cilia for all the fruitful discussions, their guidance and support through the course of this project. Thanks also to Prof. Alejandro Buchmann who sponsored my stay at Technische Universität Darmstadt during the spring of 2004. The spec ..."
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First, I would like to thank to Dimka Karastoyanova and Mariano Cilia for all the fruitful discussions, their guidance and support through the course of this project. Thanks also to Prof. Alejandro Buchmann who sponsored my stay at Technische Universität Darmstadt during the spring of 2004. The special thanks go to my advisor, Mariano Cilia, who has made all this possible. Finally, I’d like to thank to my family for all these years of support.
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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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
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