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Volumn 3, Issue , 2005, Pages 2044-2055

GSM: A Game Scalability Model for multiplayer real-time games

Author keywords

[No Author keywords available]

Indexed keywords

GAME DESIGNS; GAME SERVICE; MASSIVE MULTIPLAYER GAMES (MMG); REAL-TIME STRATEGY (RTS);

EID: 25844468333     PISSN: 0743166X     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1109/INFCOM.2005.1498481     Document Type: Conference Paper
Times cited : (18)

References (19)
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  • 4
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  • 5
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    • (1997) Age of Empires
  • 6
    • 34547493302 scopus 로고    scopus 로고
    • A proxy server-network for real-time computer games
    • Euro-Par 2004 Parallel Processing, Marco Danelutto, Domenico Laforenza, and Marco Vanneschi, Eds., Pisa, Italy, August Springer-Verlag
    • Jens Müller, Stefan Fischer, Sergei Gorlatch, and Martin Mauve, "A Proxy Server-Network for Real-time Computer Games," in Euro-Par 2004 Parallel Processing, Marco Danelutto, Domenico Laforenza, and Marco Vanneschi, Eds., Pisa, Italy, August 2004, vol. 3149 of Lecture Notes in Computer Science, pp. 606-613, Springer-Verlag.
    • (2004) Lecture Notes in Computer Science , vol.3149 , pp. 606-613
    • Müller, J.1    Fischer, S.2    Gorlatch, S.3    Mauve, M.4
  • 7
    • 77954447510 scopus 로고    scopus 로고
    • Bandwidth requirement and state consistency in three multiplayer game architectures
    • May
    • Joseph D. Pellegrino and Constantinos Dovrolis, "Bandwidth requirement and state consistency in three multiplayer game architectures," in NetGames 2003 Proceedings, May 2003.
    • (2003) NetGames 2003 Proceedings
    • Pellegrino, J.D.1    Dovrolis, C.2
  • 10
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    • 1500 archers on a 28.8: Network programming in age of empires and beyond
    • San Jose, California, USA, March
    • Paul Bettner and Mark Terrano, "1500 archers on a 28.8: Network programming in Age of Empires and beyond," in Game Developer Conference Proceedings, San Jose, California, USA, March 2001.
    • (2001) Game Developer Conference Proceedings
    • Bettner, P.1    Terrano, M.2
  • 11
    • 84887057249 scopus 로고    scopus 로고
    • On the suitability of dead reckoning schemes for games
    • April
    • Lars C. Wolf Lothar Pantel, "On the suitability of dead reckoning schemes for games," in NetGames 2002 Proceedings, April 2002.
    • (2002) NetGames 2002 Proceedings
    • Pantel, L.C.W.L.1
  • 14
    • 1642271757 scopus 로고    scopus 로고
    • Latency compensating methods in client/server in-game protocol design and optimization
    • Yahn W. Bernier, "Latency compensating methods in client/server in-game protocol design and optimization," in Proceedings of Game Developers Conference'01, 2001.
    • (2001) Proceedings of Game Developers Conference'01
    • Bernier, Y.W.1
  • 15
    • 4544241102 scopus 로고    scopus 로고
    • How to hurt the hackers: The scoop on internet cheating and how you can combat it
    • June
    • Matt Pritchard, "How to hurt the hackers: The scoop on internet cheating and how you can combat it," Game Developer, June 2000.
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  • 16
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    • A generic proxy system for networked computer games
    • April
    • Stefan Fischer, Martin Mauve, and Joerg Widmer, "A generic proxy system for networked computer games," in NetGames 2002 Proceedings, April 2002.
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    • Fischer, S.1    Mauve, M.2    Widmer, J.3
  • 17
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    • Mbone: The multicast backbone
    • August
    • Hans Eriksson, "Mbone: The multicast backbone," Communications of the ACM, pp. 56-60, August 1994.
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    • March
    • Björn Knutsson, Honghui Lu, Wei Xu, and Bryan Hopkins, "Peer-to-peer support for massively multiplayer games," in IEEE Infocom, March 2004.
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  • 19
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.