: In December of 2010, the new game CityVille achieved 6 million daily active users in just 8 days. Clearly the success of CityVille owes something to the fun gameplay experience i...
We consider cut games where players want to cut themselves off from different parts of a network. These games arise when players want to secure themselves from areas of potential i...
While psychologists analyze network game-playing behavior in terms of players’ social interaction and experience, understanding user behavior is equally important to network res...
We study atomic routing games on networks in which players choose a path with the objective of minimizing the maximum congestion along the edges of their path. The social cost is t...
Broadcasting all state changes to every player of a massively multiplayer game is not a viable solution. To successfully overcome the challenge of scale, massively multiplayer gam...