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CCR
2002
72views more  CCR 2002»
13 years 7 months ago
Provisioning on-line games: a traffic analysis of a busy counter-strike server
This paper describes the results of a 500 million packet trace of a popular on-line, multi-player, game server. The results show that the traffic behavior of this heavily loaded ga...
Francis Chang, Wu-chang Feng, Wu-chi Feng, Jonatha...
CCS
2009
ACM
14 years 2 months ago
Fides: remote anomaly-based cheat detection using client emulation
As a result of physically owning the client machine, cheaters in online games currently have the upper-hand when it comes to avoiding detection. To address this problem and turn t...
Edward C. Kaiser, Wu-chang Feng, Travis Schluessle...
HPDC
2007
IEEE
14 years 2 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...
DMS
2010
146views Multimedia» more  DMS 2010»
13 years 6 months ago
Electronic Payment and Online Gaming
We will evaluate electronic payment (ePayment) systems by employing a use-value analysis. The key success factors of ePayment systems are security and flexibility. Not surprisingly...
Gerald Draxler, Johannes Sametinger, Andreas Wiesa...
MONET
2010
85views more  MONET 2010»
13 years 6 months ago
A Secure Mechanism Design-Based and Game Theoretical Model for MANETs
Abderrezak Rachedi, Abderrahim Benslimane, Hadi Ot...