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7th NETGAMES 2008: Worcester, Massachusetts, USA
- Mark Claypool:
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, NETGAMES 2008, Worcester, Massachusetts, USA, October 21-22, 2008. ACM 2008, ISBN 978-1-60558-132-3
Cheat detection
- Josh Goodman, Clark Verbrugge:
A peer auditing scheme for cheat elimination in MMOGs. 9-14 - Wu-chang Feng, Edward C. Kaiser, Travis Schluessler:
Stealth measurements for cheat detection in on-line games. 15-20 - Kuan-Ta Chen, Hsing-Kuo Kenneth Pao, Hong-Chung Chang:
Game bot identification based on manifold learning. 21-26
Peer-to-peer
- Stephan Krause:
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games. 28-33 - Eliya Buyukkaya, Maha Abdallah:
Efficient triangulation for P2P networked virtual environments. 34-39 - Christian Seeger, Bettina Kemme, Patric Kabus, Alejandro P. Buchmann:
Area-based gossip multicast. 40-45
Massively multiplayer online games
- Pin-Yun Tarng, Kuan-Ta Chen, Polly Huang:
An analysis of WoW players' game hours. 47-52 - Kaiwen Zhang, Bettina Kemme, Alexandre Denault:
Persistence in massively multiplayer online games. 53-58
Architectures
- Jared Jardine, Daniel Zappala:
A hybrid architecture for massively multiplayer online games. 60-65 - Peter Quax, Jeroen Dierckx, Bart Cornelissen, Gert Vansichem, Wim Lamotte:
Dynamic server allocation in a real-life deployable communications architecture for networked games. 66-71 - Kusno Prasetya, Zheng Da Wu:
Performance analysis of game world partitioning methods for multiplayer mobile gaming. 72-77
Bandwidth and latency reduction
- Paul B. Beskow, Knut-Helge Vik, Pål Halvorsen, Carsten Griwodz:
Latency reduction by dynamic core selection and partial migration of game state. 79-84 - George Russell, Alastair F. Donaldson, Paul Sheppard:
Tackling online game development problems with a novel network scripting language. 85-90 - Andreas Petlund, Kristian Evensen, Pål Halvorsen, Carsten Griwodz:
Improving application layer latency for reliable thin-stream game traffic. 91-96
Posters
- Chih-Ming Chen, Te-Yuan Huang, Kuan-Ta Chen, Polly Huang:
Quantifying the effect of content-based transport strategies for online role playing games. 98-99 - Ernst Gunnar Gran, Sven-Arne Reinemo:
Dragon kill points: loot distribution in MMORPGs. 100-101 - Tomas Hildebrandt, Sonja Bergsträsser, Christoph Rensing, Ralf Steinmetz:
Dynamic voice communication support for multiplayer online games. 102-103 - Mohammad Shirali-Shahreza, Sajad Shirali-Shahreza:
A CAPTCHA system for Nintendo DS. 104-105 - Mirko Suznjevic, Maja Matijasevic, Ognjen Dobrijevic:
Action specific Massive Multiplayer Online Role Playing Games traffic analysis: case study of World of Warcraft. 106-107
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