Sciweavers

125
Voted
NETGAMES
2005
ACM
15 years 9 months ago
Game server selection for multiple players
The increase in power and connectivity of computers has enabled a growth in network games, with many games having numerous servers to which a player can connect. The game server s...
Steven Gargolinski, Christopher St. Pierre, Mark C...
132
Voted
NETGAMES
2006
ACM
15 years 9 months ago
Post-game estimation of game client RTT and hop count distributions
In first person shooter (FPS) games the round trip time (RTT) (delay, or ‘lag’) between a client and server is an important criterion for players when deciding which server to ...
Grenville J. Armitage, Carl Javier, Sebastian Zand...
ISORC
2008
IEEE
15 years 10 months ago
Efficient Resource Management for Game Server Hosting
This paper describes work to ease the resource allocation problem in the domain of game server hosting. A solution was sought that required no alteration to game server code and w...
Dan Martin, Aad P. A. van Moorsel, Graham Morgan