Understanding the limitations of causally and totally ordered communication
SOSP '93 Proceedings of the fourteenth ACM symposium on Operating systems principles
Random early detection gateways for congestion avoidance
IEEE/ACM Transactions on Networking (TON)
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Self-Similar Network Traffic and Performance Evaluation
Self-Similar Network Traffic and Performance Evaluation
State replication for multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Building a massively multiplayer game for the million: Disney's Toontown Online
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Low-cost clock synchronization
Distributed Computing
Research note: Source models of network game traffic
Computer Communications
FILA in gameland, a holistic approach to a problem of many dimensions
Computers in Entertainment (CIE) - 3rd anniversary issue
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
Communities on the road: fast triggering of interactive multimedia services
Multimedia Tools and Applications
International Journal of Computers and Applications
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
Optimizing consistency by maximizing bandwidth usage in distributed interactive applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Playing into the wild: A gesture-based interface for gaming in public spaces
Journal of Visual Communication and Image Representation
Entertainment technology transfer toward serious use
Proceedings of the 5th International ICST Conference on Simulation Tools and Techniques
Picasso: flexible RF and spectrum slicing
Proceedings of the ACM SIGCOMM 2012 conference on Applications, technologies, architectures, and protocols for computer communication
Picasso: flexible RF and spectrum slicing
ACM SIGCOMM Computer Communication Review - Special october issue SIGCOMM '12
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The astonishing increase in the spread of the Internet has given rise to a globally connected community proficient at deploying online games for a large number of participants geographically located very far from each other. However, online games are characterized by more stringent requirements than traditional distributed applications deployed over the Internet can fulfill. Indeed, one of the key factors in determining the success of an online game is its ability to rapidly deliver events to the various game servers that maintain the state of the game over the network. We have already demonstrated [Palazzi et al. 2004] that in this context adapting RED (random early detection) techniques, borrowed from queuing management, can improve the global responsiveness of a game. However, this solution may not be sufficient for a specific class of online games. We deem that fast-paced multiplayer online games (such as shoot 'em ups, for example) in which participants have to behave frenetically, must guarantee a very high degree of interactivity, even at the cost of partially sacrificing the consistency of the game state. In this case having only a partially consistent view of the game state will not affect a player's amusement as much as delaying action-processing activity will. Hence we explore the possibility of applying a RIO-based (RED with in and out) algorithm to manage game delivery to the various game servers, in order to improve the degree of interactivity for fast-paced online games. Preliminary experimental results confirm the viability of our approach.