Sciweavers

1322 search results - page 7 / 265
» An Architecture for Distributed Simulation Games
Sort
View
NOSSDAV
2005
Springer
14 years 1 months ago
Mitigating information exposure to cheaters in real-time strategy games
Cheating in on-line games is a prevalent problem for both game makers and players. The popular real-time strategy game genre is especially vulnerable to cheats, as it is frequentl...
Chris Chambers, Wu-chang Feng, Wu-chi Feng, Debanj...
DSRT
2004
IEEE
13 years 11 months ago
FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games
State-of-the-art Massively Multiplayer Games such as EverQuest and Ultima Online are currently implemented as client-server systems. Although this approach allows the development ...
Fábio Reis Cecin, Rodrigo Araújo Rea...
NETGAMES
2006
ACM
14 years 1 months ago
A peer-to-peer architecture for massive multiplayer online games
Massive Multiplayer Online Games with their virtual gaming worlds grow in user numbers as well as in the size of the virtual worlds. With this growth comes a significant increase...
Thorsten Hampel, Thomas Bopp, Robert Hinn
GECCO
2007
Springer
142views Optimization» more  GECCO 2007»
14 years 1 months ago
Simulations of egoistic and altruistic behaviors using the vidya multiagent system platform
This paper investigates the impacts of individual egoistic and altruistic behaviors in a virtual society built upon the Vidya game, used here as the social simulation and Multiage...
Marcelo Souza Pita, Fernando Buarque de Lima Neto
DSRT
1999
IEEE
13 years 12 months ago
Design and Implementation of a Distributed Interactive Simulation Security Architecture
The paper describes the design and implementation of a security architecture for a HLA/RTI prototype developed at ONERA/CERT. The major security objective is to protect the intell...
Pierre Bieber, Pierre Siron