FILA in gameland, a holistic approach to a problem of many dimensions
Computers in Entertainment (CIE) - 3rd anniversary issue
Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks
Proceedings of the second international conference on Distributed event-based systems
A novel network architecture for crowded online environments
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
How to let gamers play in infrastructure-based vehicular networks
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
The farther relay and oracle for VANET. preliminary results
Proceedings of the 4th Annual International Conference on Wireless Internet
VANETS without limitations: an optimal distributed algorithm for multi-hop communications
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Fast multi-hop broadcast over vehicular networks: a real testbed evaluation
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
International Journal of Computers and Applications
Multiplayer Online Games over scale-free networks: a viable solution?
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Mobile games through the nets: a cross-layer architecture for seamless playing
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
An intervehicular communication architecture for safety and entertainment
IEEE Transactions on Intelligent Transportation Systems
Dynamic scalability for next generation gaming infrastructures
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Mobile online gaming via resource sharing
Proceedings of the 5th International ICST Conference on Simulation Tools and Techniques
Dynamic resource provisioning for cloud-based gaming infrastructures
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Since the expansion of their market and their challenging requirements, massively multiplayer online games are gaining increasing attention in the scientific community. One of the key factors in this kind of application is represented by the ability to rapidly deliver game events among the various players over the network. Employing in this context mirrored game server architectures and adapting RED (random early detection) techniques borrowed from network queuing management, we are able to show sensible benefits in upholding interactivity and scalability, whilst preserving game state consistency and game evolution fluency at the player's side