ACM Transactions on Programming Languages and Systems (TOPLAS)
The Accuracy of the Clock Synchronization Achieved by TEMPO in Berkeley UNIX 4.3BSD
IEEE Transactions on Software Engineering
Parallel and Distribution Simulation Systems
Parallel and Distribution Simulation Systems
A generic proxy system for networked computer 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
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Adaptive server selection for large scale interactive online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Event synchronization for interactive cyberdrama generation on the web: a distributed approach
Proceedings of the 13th international World Wide Web conference on Alternate track papers & posters
Supporting continuous consistency in multiplayer online games
Proceedings of the 12th annual ACM international conference on Multimedia
Car racing through the streets of the web: a high-speed 3D game over a fast synchronization service
WWW '05 Special interest tracks and posters of the 14th international conference on World Wide Web
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
Low-cost clock synchronization
Distributed Computing
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Research note: Source models of network game traffic
Computer Communications
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th 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
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
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
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
A scalable architecture for massive multi-player online games using peer-to-peer overlay
ICACT'10 Proceedings of the 12th international conference on Advanced communication technology
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Improving the concurrent updates of replicated global objects in multi-server virtual environments
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
A fast and robust gesture recognition system for exhibit gaming scenarios
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Playing into the wild: A gesture-based interface for gaming in public spaces
Journal of Visual Communication and Image Representation
An information-based dynamic extrapolation model for networked virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Mobile online gaming via resource sharing
Proceedings of the 5th International ICST Conference on Simulation Tools and Techniques
Social-aware delay tolerant networking for mobile-to-mobile file sharing
International Journal of Communication Systems
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As smart players often win MMOG sessions by adopting frantic gaming strategies along the game evolution, also the system activities concerned with the distributed support of MMOGs must advance at a very fast pace. Unfortunately, MMOGs' responsiveness requirements are hardly met when pessimistic approaches are adopted to synchronize the game event exchange activities among game servers. In this paper we show how MMOGs are better supported by optimistic synchronization schemes coupled with mechanisms that exploit the semantics of games. Results obtained from an experimental assessment of our developed scheme demonstrate the validity of our claim.