Sciweavers

100 search results - page 18 / 20
» Load balancing for massively multiplayer online games
Sort
View
ACMACE
2006
ACM
14 years 1 months ago
Motivated reinforcement learning for non-player characters in persistent computer game worlds
Massively multiplayer online computer games are played in complex, persistent virtual worlds. Over time, the landscape of these worlds evolves and changes as players create and pe...
Kathryn Elizabeth Merrick, Mary Lou Maher
CGI
2006
IEEE
14 years 1 months ago
Providing Full Awareness to Distributed Virtual Environments Based on Peer-to-Peer Architectures
In recent years, large scale distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer onl...
Pedro Morillo, W. Moncho, Juan M. Orduña, J...
DIGRA
2005
Springer
14 years 1 months ago
Addressing social dilemmas and fostering cooperation through computer games
The concept of social dilemmas can be used to understand social situations all around us. I am looking at identity formation to help understand why people make the decisions they ...
Mark Chen
NETGAMES
2006
ACM
14 years 1 months ago
Applicability of group communication for increased scalability in MMOGs
Massive multiplayer online games (MMOGs) are today the driving factor for the development of distributed interactive applications, and they are increasing in size and complexity. ...
Knut-Helge Vik, Carsten Griwodz, Pål Halvors...
CSE
2009
IEEE
13 years 11 months ago
Churn Prediction in MMORPGs: A Social Influence Based Approach
Massively Multiplayer Online Role Playing Games (MMORPGs) are computer based games in which players interact with one another in the virtual world. Worldwide revenues for MMORPGs h...
Jaya Kawale, Aditya Pal, Jaideep Srivastava