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» Optimization of Platform Game Levels for Player Experience
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NETGAMES
2003
ACM
14 years 1 months ago
Spatial principles of level-design in multi-player first-person shooters
: This paper outlines the basic spatial principles of level design in multi-player first-person shooters with special reference to Counterstrike, basing itself on experiment, analy...
Christian Güttler, Troels Degn Johansson
TCOM
2011
130views more  TCOM 2011»
13 years 3 months ago
Indirect Reciprocity Game Modelling for Cooperation Stimulation in Cognitive Networks
—In cognitive networks, since nodes generally belong to different authorities and pursue different goals, they will not cooperate with others unless cooperation can improve their...
Yan Chen, K. J. Ray Liu
WD
2010
13 years 6 months ago
QoE estimation of a location-based mobile game using on-body sensors and QoS-related data
The scope of this paper is the interdisciplinary measurement and modeling methodology of Quality of Experience (QoE) when playing a mobile location-based massively multiplayer onli...
Adrian Juan Verdejo, Katrien De Moor, Istvan Ketyk...
NOSSDAV
2004
Springer
14 years 1 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...
COMSIS
2004
80views more  COMSIS 2004»
13 years 8 months ago
The End of Software Engineering and the Start of Economic-Cooperative Gaming
"Software engineering" was introduced as a model for the field of software development in 1968. This paper reconsiders that model in the light of four decades of experie...
Alistair Cockburn