Sciweavers

1176 search results - page 2 / 236
» Exploiting Online Games
Sort
View
BIRTHDAY
2008
Springer
13 years 9 months ago
The Scholten/Dijkstra Pebble Game Played Straightly, Distributedly, Online and Reversed
The Scholten/Dijkstra "Pebble Game" is re-examined. We show that the algorithm lends itself to a distributed as well as an online version, and even to a reversed variant....
Wolfgang Reisig
CCS
2009
ACM
14 years 2 months ago
Battle of Botcraft: fighting bots in online games with human observational proofs
The abuse of online games by automated programs, known as game bots, for gaining unfair advantages has plagued millions of participating players with escalating severity in recent...
Steven Gianvecchio, Zhenyu Wu, Mengjun Xie, Hainin...
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
CEC
2009
IEEE
14 years 2 months ago
On-line neuroevolution applied to The Open Racing Car Simulator
— The application of on-line learning techniques to modern computer games is a promising research direction. In fact, they can be used to improve the game experience and to achie...
Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi
NOSSDAV
2005
Springer
14 years 28 days 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...