Broadcasting all state changes to every player of a massively multiplayer game is not a viable solution. To successfully overcome the challenge of scale, massively multiplayer gam...
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...
In this paper, we present a dynamic area of interest management for Massively Multiplayer Online Games (MMOG). Instead of mapping the virtual space to the area of interest (AOI), ...
: Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale, and while classical Client/Server architectures convey some benefits, they suffer from s...
At present, trajectory data, series of coordinate data traversed by moving objects, can be readily obtained due to the advent of positioning technologies. Clustering of trajectori...