Sciweavers

1062 search results - page 82 / 213
» Game Networks
Sort
View
NOSSDAV
2004
Springer
14 years 3 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...
MUE
2007
IEEE
106views Multimedia» more  MUE 2007»
14 years 4 months ago
PKTown: A Peer-to-Peer Middleware to Support Multiplayer Online Games
Peer-to-Peer (P2P) system can support service for lots of end users with little hardware investment, which suits for the efforts to lower down the service cost for Multiplayer Onl...
Hai Jin, Hong Yao, Xiaofei Liao, Sirui Yang, Wei L...
ACMACE
2007
ACM
14 years 2 months ago
Building a table tennis game for three players
Physical leisure activities such as table tennis provide healthy exercise and can offer a means to connect with others socially; however, players have to be in the same physical l...
Florian Mueller, Martin R. Gibbs
INFOCOM
2010
IEEE
13 years 8 months ago
A Theoretical Framework for Hierarchical Routing Games
—Most theoretical research on routing games in telecommunication networks has so far dealt with reciprocal congestion effects between routed entities. Yet in networks that suppor...
Vijay Kamble, Eitan Altman, Rachid El Azouzi, Vino...
AIM
1998
13 years 9 months ago
Computer Bridge - A Big Win for AI Planning
A computer program that uses AI planning techniques is now the world’s best program for the game of contract bridge. As reported in The New York Times and The Washington Post, t...
Stephen J. J. Smith, Dana S. Nau, Thomas A. Throop