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CSE
2009
IEEE
14 years 5 months ago
The Social Behaviors of Experts in Massive Multiplayer Online Role-Playing Games
— We examine the social behaviors of game experts in Everquest II, a popular massive multiplayer online role-playing game (MMO). We rely on Exponential Random Graph Models (ERGM)...
David Huffaker, Jing (Annie) Wang, Jeffrey William...
P2P
2009
IEEE
189views Communications» more  P2P 2009»
14 years 5 months ago
Badumna Network Suite: A Decentralized Network Engine for Massively Multiplayer Online Applications
We present Badumna Network Suite, a network engine for Massively Multiplayer Online (MMO) applications. MMO applications such as World of Warcraft and Second Life use client-serve...
Santosh Kulkarni
FOCS
2008
IEEE
14 years 5 months ago
The Power of Reordering for Online Minimum Makespan Scheduling
In the classic minimum makespan scheduling problem, we are given an input sequence of jobs with processing times. A scheduling algorithm has to assign the jobs to m parallel machi...
Matthias Englert, Deniz Özmen, Matthias Weste...
ICPR
2008
IEEE
14 years 5 months ago
Online handwritten Bangla character recognition using HMM
We describe here a novel scheme for recognition of online handwritten basic characters of Bangla, an Indian script used by more than 200 million people. There are 50 basic charact...
Swapan K. Parui, Koushik Guin, Ujjwal Bhattacharya...
HPDC
2007
IEEE
14 years 5 months ago
Scaling multiplayer online games using proxy-server replication: a case study of Quake 2
Massively Multiplayer Online Games (MMOGs) are an increasingly popular class of real-time interactive distributed applications that require scalable architectures and parallelizat...
Jens Müller 0004, Sergei Gorlatch, Tobias Sch...