This tutorial presents an overview of the data management issues faced by computer games today. While many games do not use databases directly, they still have to process large am...
Alan J. Demers, Johannes Gehrke, Christoph Koch, B...
— The paper is concerned with a novel adaptive game server protocol optimization to combat network latencies in the case of heterogeneous network environment. In this way, game p...
We study the ‘background traffic’ resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play. Networked, multiplay...
Sebastian Zander, David Kennedy, Grenville J. Armi...
Distributed, real-time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research have been done in military simulat...
While voice-over-IP has long been favoured as a communication medium by players of team-based online shooter games, it has recently also been appropriated by players of MMORPGs, a...