Sciweavers

2643 search results - page 109 / 529
» Higher order messaging
Sort
View
NETGAMES
2004
ACM
15 years 10 months ago
A cheat controlled protocol for centralized online multiplayer games
Ordering of command messages from the clients at the game servers is an important issue that impacts fairness, response times, and smoothness of the game play. Recently, protocols...
Bei Di Chen, Muthucumaru Maheswaran
GECCO
2008
Springer
143views Optimization» more  GECCO 2008»
15 years 5 months ago
How social structure and institutional order co-evolve beyond instrumental rationality
This study proposes an agent-based model where adaptively learning agents with local vision who are situated in the Prisoner’s Dilemma game change their strategy and location as...
Jae-Woo Kim
ICNS
2006
IEEE
15 years 10 months ago
MojaveComm: A Robust Group Communication Library for Grid Environments
This paper introduces a fault-tolerant group communication protocol that is aimed at grid and wide area environments. The protocol has two layers. The lower layer provides a total...
Cristian Tapus, David A. Noblet, Jason Hickey
NOSSDAV
2005
Springer
15 years 10 months ago
Using n-trees for scalable event ordering in peer-to-peer games
We are concerned with the fundamental problem of event ordering in multiplayer peer-to-peer games. Event ordering, even without faults, requires all-to-all message passing with at...
Chris GauthierDickey, Virginia Mary Lo, Daniel Zap...
JSA
2000
90views more  JSA 2000»
15 years 4 months ago
An efficient implementation of tree-based multicast routing for distributed shared-memory multiprocessors
This paper presents an efficient routing and flow control mechanism to implement multidestination message passing in wormhole networks.It is targeted to situations where the size ...
Manuel P. Malumbres, José Duato