We study the ‘background traffic’ resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play. Networked, multiplay...
Sebastian Zander, David Kennedy, Grenville J. Armi...
We consider the price of selfish routing in terms of tradeoffs and from an average-case perspective. Each player in a network game seeks to send a message with a certain length by...
As Cloud Computing becomes prevalent, sensitive information are being increasingly centralized into the cloud. For the protection of data privacy, sensitive data has to be encrypte...
Recently, there has been a dramatic increase in interactive cloud based software applications (e.g. working on remote machines, online games, interactive websites such as financia...