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NETGAMES
2005
ACM
14 years 1 months ago
A distributed event delivery method with load balancing for MMORPG
In this paper, we propose a new distributed event delivery method for MMORPG (Massively Multiplayer Online Role Playing Games). In our method, the whole game space is divided into...
Shinya Yamamoto, Yoshihiro Murata, Keiichi Yasumot...
CGI
2006
IEEE
14 years 1 months ago
Providing Full Awareness to Distributed Virtual Environments Based on Peer-to-Peer Architectures
In recent years, large scale distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer onl...
Pedro Morillo, W. Moncho, Juan M. Orduña, J...
WD
2010
13 years 5 months ago
QoE estimation of a location-based mobile game using on-body sensors and QoS-related data
The scope of this paper is the interdisciplinary measurement and modeling methodology of Quality of Experience (QoE) when playing a mobile location-based massively multiplayer onli...
Adrian Juan Verdejo, Katrien De Moor, Istvan Ketyk...
NETGAMES
2005
ACM
14 years 1 months ago
FreeRank: implementing independent ranking service for multiplayer online games
Ranking is necessary for multiplayer online games to provide players with self-complacence and reference for choosing game counterparts. Most existing ranking solutions are tightl...
Li Tang, Jun Li, Jin Zhou, Zhizhi Zhou, Hao Wang, ...
ICDCS
2012
IEEE
11 years 10 months ago
G-COPSS: A Content Centric Communication Infrastructure for Gaming Applications
—With users increasingly focused on an online world, an emerging challenge for the network infrastructure is the need to support Massively Multiplayer Online Role Playing Games (...
Jiachen Chen, Mayutan Arumaithurai, Xiaoming Fu, K...