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NETGAMES
2006
ACM
16 years 22 days ago
Cellular automata and Hilditch thinning for extraction of user paths in online games
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Ruck Thawonmas, Masayasu Hirano, Masayoshi Kurashi...
NETGAMES
2006
ACM
16 years 22 days ago
A practical pricing model of inter-domain multicasting based on game theory
— A practical pricing mechanism is the foundation for the deploying of IP multicast in the inter-domain Internet. The IP multicast service model and its pricing mechanism are dis...
Jinjing Zhao, Peidong Zhu, Xicheng Lu, Feng Zhao
NETGAMES
2006
ACM
16 years 22 days ago
Hack-proof synchronization protocol for multi-player online games
Synchronization protocols based on “dead-reckoning” are vulnerable to a popular type of cheat called speed-hack. A speed-hack helps a cheater to gain unfair advantages by essen...
Yeung Siu Fung
NETGAMES
2006
ACM
16 years 22 days ago
Towards public server MMOs
While massively multiplayer on-line games (MMOs) are enormously popular, their use of the client-server architecture causes them to suffer from scalability issues and high mainte...
Chris Chambers, Wu-chang Feng, Wu-chi Feng
164
Voted
NETGAMES
2006
ACM
16 years 22 days ago
On the support for heterogeneity in networked virtual environment
This paper presents our ongoing research activity to design and implement a framework for an networked virtual environment (NVE) that efficiently supports both hardware and softwa...
Hiroshi Fujinoki