—In many scenarios network design is not enforced by a central authority, but arises from the interactions of several self-interested agents. This is the case of the Internet, wh...
Jocelyne Elias, Fabio Martignon, Konstantin Avrach...
This paper analyses the traffic characteristics of, and proposes a traffic model for, the Xbox game Halo 2. Our goal is to help players and network providers to estimate the amoun...
Abstract. Although playing real-time multi-player games online over the Internet became more and more popular in the past few years, people still enjoy meeting for so-called “LAN...
Multiplayer gaming over the Internet continues to grow in popularity, despite a lack of Quality of Service (QoS) mechanisms. Future QoS-aware networks such as those based on the D...
This paper studies a way to improve consistency of states in a ball game typed DVE with lag, in P2P architecture. We also study how to control shared objects in real-time in a ser...