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» On a network creation game
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NOSSDAV
2004
Springer
16 years 6 days ago
Low latency and cheat-proof event ordering for peer-to-peer games
We are developing a distributed architecture for massivelymultiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this archi...
Chris GauthierDickey, Daniel Zappala, Virginia Mar...
WECWIS
2007
IEEE
148views ECommerce» more  WECWIS 2007»
16 years 1 months ago
The Core and Shapley Value Analysis for Cooperative Formation of Procurement Networks
Formation of high value procurement networks involves a bottom-up assembly of complex production, assembly, and exchange relationships through supplier selection and contracting d...
T. S. Chandrashekar, Y. Narahari
MOBIDE
2009
ACM
16 years 1 months ago
Demonstrating an evacuation algorithm with mobile devices using an e-scavenger hunt game
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Jesse Szwedko, Callen Shaw, Alexander G. Connor, A...
AINA
2009
IEEE
16 years 1 months ago
VirtCloud: Virtualising Network for Grid Environments
Networking infrastructure is a vital part of virtual computer clusters. This paper describes VirtCloud, a system for interconnecting virtual clusters in a state-wide network based...
David Antos, Ludek Matyska, Petr Holub, Jirí...
GROUP
2010
ACM
15 years 4 months ago
The human factors of consistency maintenance in multiplayer computer games
Consistency maintenance (CM) techniques are a crucial part of many distributed systems, and are particularly important in networked games. In this paper we describe a framework of...
Cheryl Savery, T. C. Nicholas Graham, Carl Gutwin