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CORR
2008
Springer
154views Education» more  CORR 2008»
13 years 10 months ago
On Pure and (approximate) Strong Equilibria of Facility Location Games
We study social cost losses in Facility Location games, where n selfish agents install facilities over a network and connect to them, so as to forward their local demand (expressed...
Thomas Dueholm Hansen, Orestis Telelis
NOSSDAV
2004
Springer
14 years 4 months ago
Low latency and cheat-proof event ordering for peer-to-peer games
We are developing a distributed architecture for massivelymultiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this archi...
Chris GauthierDickey, Daniel Zappala, Virginia Mar...
WECWIS
2007
IEEE
148views ECommerce» more  WECWIS 2007»
14 years 5 months ago
The Core and Shapley Value Analysis for Cooperative Formation of Procurement Networks
Formation of high value procurement networks involves a bottom-up assembly of complex production, assembly, and exchange relationships through supplier selection and contracting d...
T. S. Chandrashekar, Y. Narahari
MOBIDE
2009
ACM
14 years 5 months ago
Demonstrating an evacuation algorithm with mobile devices using an e-scavenger hunt game
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Jesse Szwedko, Callen Shaw, Alexander G. Connor, A...
GROUP
2010
ACM
13 years 8 months ago
The human factors of consistency maintenance in multiplayer computer games
Consistency maintenance (CM) techniques are a crucial part of many distributed systems, and are particularly important in networked games. In this paper we describe a framework of...
Cheryl Savery, T. C. Nicholas Graham, Carl Gutwin