On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
On the effects of loose causal consistency in mobile multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Turing's test and believable AI in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Managing latency and fairness in networked games
Communications of the ACM - Entertainment networking
QoS Extensions to Mobile Ad Hoc Routing Supporting Real-Time Applications
AICCSA '06 Proceedings of the IEEE International Conference on Computer Systems and Applications
Platform for distributed 3D gaming
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
A session server architecture for mobile distributed virtual environments
Proceedings of the 12th International Conference on Information Integration and Web-based Applications & Services
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Internet ubiquity and the success of mobile gaming devices are increasing the interest in wireless access to virtual environments. Mainly due to the mobility factor and wireless medium features, traditional gaming architectures are not enough to guarantee good levels of playability and fairness to mobile gamers. We suggest a new mechanism, called playing session, capable of controlling communications between mobile devices and the game infrastructure. In case of network failures, a mimicking mechanism is in charge of playing, until the communication channel is restored. The goal is to reproduce, with an adequate level of mimesis, the user behavior. According to this approach, it will be possible to enhance the overall playability of Internet games without requiring any modification to the existing communication infrastructure.