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PIMRC
2010
IEEE
13 years 5 months ago
Self-optimizing routing in MANETs with multi-class flows
In this paper we show how game theory and Gibbs sampling techniques can be used to design a self-optimizing algorithm for minimizing end-to-end delays for all flows in a multi-clas...
Pierre Coucheney, Bruno Gaujal, Corinne Touati
DIMEA
2007
140views Multimedia» more  DIMEA 2007»
13 years 11 months ago
Cheating in networked computer games: a review
The increasing popularity of Massively Multiplayer Online Games (MMOG)
Steven Daniel Webb, Sieteng Soh
CORR
2007
Springer
111views Education» more  CORR 2007»
13 years 7 months ago
Comments on "Design and performance evaluation of load distribution strategies for multiple loads on heterogeneous linear daisy
Min, Veeravalli, and Barlas have proposed strategies to minimize the overall execution time of one or several divisible loads on a heterogeneous linear network, using one or more ...
Matthieu Gallet, Yves Robert, Frédér...
ICDCS
2012
IEEE
11 years 9 months ago
G-COPSS: A Content Centric Communication Infrastructure for Gaming Applications
—With users increasingly focused on an online world, an emerging challenge for the network infrastructure is the need to support Massively Multiplayer Online Role Playing Games (...
Jiachen Chen, Mayutan Arumaithurai, Xiaoming Fu, K...
WINE
2009
Springer
157views Economy» more  WINE 2009»
14 years 2 months ago
Mediated Equilibria in Load-Balancing Games
Mediators are third parties to whom the players in a game can delegate the task of choosing a strategy; a mediator forms a mediated equilibrium if delegating is a best response for...
Joshua R. Davis, David Liben-Nowell, Alexa Sharp, ...