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CCR
2002
72views more  CCR 2002»
13 years 7 months ago
Provisioning on-line games: a traffic analysis of a busy counter-strike server
This paper describes the results of a 500 million packet trace of a popular on-line, multi-player, game server. The results show that the traffic behavior of this heavily loaded ga...
Francis Chang, Wu-chang Feng, Wu-chi Feng, Jonatha...
NETGAMES
2005
ACM
14 years 1 months ago
Patch scheduling for on-line games
One of the challenges facing the on-line gaming community is the delivery of new content to players. While the initial distribution of a game is typically done via large media for...
Chris Chambers, Wu-chang Feng
IWEC
2004
13 years 9 months ago
MMOG Player Classification Using Hidden Markov Models
In this paper, we describe our work on classification of players in Massively Multiplayer Online Games using Hidden Markov Models based on player action sequences. In our previous ...
Yoshitaka Matsumoto, Ruck Thawonmas
DBISP2P
2004
Springer
162views Database» more  DBISP2P 2004»
14 years 28 days ago
CISS: An Efficient Object Clustering Framework for DHT-Based Peer-to-Peer Applications
Distributed Hash Tables (DHTs) have been widely adopted in many Internet-scale P2P systems. Emerging P2P applications such as massively multi player online games (MMOGs) and P2P ca...
Jinwon Lee, Hyonik Lee, Seungwoo Kang, Sungwon Pet...
DIGRA
2005
Springer
14 years 1 months ago
Albert Goes Narrative Contracting
RPG’s (Role Playing Games) and improvisational theatre have some obvious similarities. Both require the participants to work together in real-time to construct dynamic narrative...
Ken Newman, Robert Grigg