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» Challenges for Network Computer Games
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NOSSDAV
2005
Springer
14 years 1 months ago
MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games
In this paper we propose a fully distributed peer-to-peer (P2P) infrastructure supporting Networked Virtual Environment (NVE) applications, such as massively multiplayer online ga...
Anthony (Peiqun) Yu, Son T. Vuong
PERCOM
2004
ACM
14 years 7 months ago
Models, Protocols, and Architectures for Secure Pervasive Computing: Challenges and Research Directions
We explore the challenges and research directions in building models, protocols and architectures to support security in pervasive computing environments. We argue that to be succ...
Roshan K. Thomas, Ravi S. Sandhu
NETGAMES
2005
ACM
14 years 1 months ago
Game server selection for multiple players
The increase in power and connectivity of computers has enabled a growth in network games, with many games having numerous servers to which a player can connect. The game server s...
Steven Gargolinski, Christopher St. Pierre, Mark C...
FDG
2009
ACM
14 years 14 days ago
Affective game engines: motivation and requirements
The tremendous advances in gaming technologies over the past decade have focused primarily on the physical realism of the game environment and game characters, and the complexity ...
Eva Hudlicka
GECCO
2008
Springer
149views Optimization» more  GECCO 2008»
13 years 8 months ago
Real-time imitation-based adaptation of gaming behaviour in modern computer games
In the course of the recent complexification and sophistication of commercial computer games, the creation of competitive artificial players that are able to behave intelligentl...
Steffen Priesterjahn, Alexander Weimer, Markus Ebe...