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
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
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Access network delay in networked games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures
IEEE Transactions on Multimedia
Research note: Source models of network game traffic
Computer Communications
Mobile games through the nets: a cross-layer architecture for seamless playing
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Adaptive event dissemination for peer-to-peer multiplayer online games
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
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Multiplayer online games have now become popular with millions across the globe, capturing the attention of both researchers and practitioners. Unfortunately, online games still have to deal with the limitations imposed by some unresolved issues. Interactivity, consistency, fairness, and scalability are the major requirements that need to be addressed efficiently in order to provide an appealing product to a huge number of potential customers worldwide. To answer this demand, we describe a holistic approach that can exploit the semantics of the game to satisfy the aforementioned requirements. We provide extensive and comparative results that demonstrate how our scheme copes efficiently with an elevated level of game traffic.