Addressing cheating in distributed MMOGs
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CAN mobile gaming be improved?
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NGS: an application layer network game simulator
Proceedings of the 3rd Australasian conference on Interactive entertainment
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Multimedia Tools and Applications
AC/DC: an algorithm for cheating detection by cheating
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
A3: A Novel Interest Management Algorithm for Distributed Simulations of MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Probabilistic event resolution with the pairwise random protocol
Proceedings of the 18th international workshop on Network and operating systems support for digital audio and video
A statistical approach to cheating countermeasure in P2P MOGs
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Group communication in large-scale interactive applications such as real-time conferencing and collaboration, networked virtual environments (e.g. massively multi-player games) requires efficient, low-overhead group communication mechanisms. In this ...