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» Making a Game of Network Security
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NETGAMES
2004
ACM
14 years 2 months ago
Implementation of a service platform for online games
Large-scale multiplayer online games require considerable investment in hosting infrastructures. However, the difficulty of predicting the success of a new title makes investing ...
Anees Shaikh, Sambit Sahu, Marcel-Catalin Rosu, Mi...
ICASSP
2010
IEEE
13 years 8 months ago
NC node selection game in collaborative streaming systems
Network coding has been recently proposed as an efficient method to improve throughput, minimize delays and remove the need for reconciliation between network nodes in distribute...
Nikolaos Thomos, Hyunggon Park, Eymen Kurdoglu, Pa...
SPW
2005
Springer
14 years 2 months ago
Enhancing Privacy with Shared Pseudo Random Sequences
Protecting users’ privacy is essential for turning networks and services into trustworthy friends. Many privacy enhancing techniques, such as anonymous e-cash and mix-nets, have...
Jari Arkko, Pekka Nikander, Mats Näslund
NETGAMES
2006
ACM
14 years 2 months ago
Cheat detection for MMORPG on P2P environments
In recent years, MMORPG has become popular. In order to improve scalability of game system, several P2P-based architectures have been proposed. However, in P2P-based gaming archit...
Takato Izaiku, Shinya Yamamoto, Yoshihiro Murata, ...
NOSSDAV
2004
Springer
14 years 2 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...