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NETGAMES
2006
ACM
14 years 4 months 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
14 years 4 months 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
14 years 4 months 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
14 years 4 months 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
NETGAMES
2006
ACM
14 years 4 months 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