Consistency maintenance of replicated data in multiplayer games is a challenging issue due to the performance constraints of real-time interactive applications. We present an appr...
Robert D. S. Fletcher, T. C. Nicholas Graham, Chri...
In this paper we report on our work to enable “laid-back” social interactions using television as a primary interaction medium and mobile devices that participate as a seconda...
Kris Luyten, Kristof Thys, Steven Huypens, Karin C...
Massive multiplayer online games (MMOGs) are today the driving factor for the development of distributed interactive applications, and they are increasing in size and complexity. ...
As technologies evolve and computer systems shrink to the size of matchboxes, also their field of application shifts in new directions. Our permanent companions, mobile phones, p...
Christian Bertelsmeyer, Erik Koch, Alexander H. Sc...
Broadcasting all state changes to every player of a massively multiplayer game is not a viable solution. To successfully overcome the challenge of scale, massively multiplayer gam...
In recent years, MMORPG has become popular. In order to improve scalability of game system, several P2P-based architectures have been proposed. However, in P2P-based gaming archit...
— 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...
Massively Multiplayer Online Games (MMOG) require novel, scalable network architectures for a high amount of participating players in huge game worlds. Consequently, new and compl...
This paper proposes a hybrid architecture for distributed virtual environments, utilizing servers alongside peer-to-peer components. Current research into peer-based systems seeks...