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Volumn 16, Issue , 2008, Pages 384-402

Parallelization and scalability of multiplayer online games via state replication

Author keywords

Multiplayer Online Games; Parallelization; Replication; Scalability; Virtual Environments

Indexed keywords


EID: 52149114124     PISSN: 09275452     EISSN: None     Source Type: Book Series    
DOI: None     Document Type: Conference Paper
Times cited : (2)

References (20)
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  • 3
    • 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.
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    • Bernier, Y.W.1
  • 4
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    • A distributed architecture for multiplayer games
    • San Jose, USA
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    • (2006) PACM/USENIX NSDI
    • Bharambe, A.1    Pang, J.2    Seshan, S.3
  • 7
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    • Peer-to-peer support for massively multiplayer games
    • Hong Kong, China, March. IEEE
    • Björn Knutsson, Honghui Lu, Wei Xu, and Bryan Hopkins. Peer-to-peer support for massively multiplayer games. In IEEE Infocom 2004, Hong Kong, China, March 2004. IEEE.
    • (2004) IEEE Infocom 2004
    • Knutsson, B.1    Lu, H.2    Xu, W.3    Hopkins, B.4
  • 8
    • 0742321327 scopus 로고    scopus 로고
    • Local-lag and timewarp: Providing consistency for replicated continuous applications
    • February
    • Martin Mauve, Jürgen Vogel, Volker Hilt, and Wolfgang Effelsberg. Local-lag and timewarp: Providing consistency for replicated continuous applications. IEEE Transactions on Multimedia, 6(1):47-57, February 2004.
    • (2004) IEEE Transactions on Multimedia , vol.6 , Issue.1 , pp. 47-57
    • Mauve, M.1    Vogel, J.2    Hilt, V.3    Effelsberg, W.4
  • 10
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    • A proxy server-network for real-time computer games
    • of LNCS, , Pisa, Italy, August. Springer
    • Jens Müller, Stefan Fischer, Sergei Gorlatch, and Martin Mauve. A proxy server-network for real-time computer games. In Euro-Par 2004 Parallel Processing, volume 3149 of LNCS, pages 606-613, Pisa, Italy, August 2004. Springer.
    • (2004) Euro-Par 2004 Parallel Processing , vol.3149 , pp. 606-613
    • Müller, J.1    Fischer, S.2    Gorlatch, S.3    Mauve, M.4
  • 11
    • 33746816588 scopus 로고    scopus 로고
    • Rokkatan: Scaling an RTS game design to the massively multiplayer realm
    • Jens Müller and Sergei Gorlatch. Rokkatan: scaling an RTS game design to the massively multiplayer realm. ACM Computers in Entertainment, 4(3):11, 2006.
    • (2006) ACM Computers in Entertainment , vol.4 , Issue.3 , pp. 11
    • Müller, J.1    Gorlatch, S.2
  • 12
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    • On correctness of scalable multi-server state replication in online games
    • Singapore, October. ACM
    • Jens Müller, Andreas Gössling, and Sergei Gorlatch. On correctness of scalable multi-server state replication in online games. In NetGames 2006, Singapore, October 2006. ACM.
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  • 13
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    • Towards a high-level design approach for multi-server online games
    • Bologna, Italy, November
    • Alexander Ploss, Frank Glinka, Sergei Gorlatch, and Jens Müller-Iden. Towards a high-level design approach for multi-server online games. In GAMEON'2007, Bologna, Italy, November 2007.
    • (2007) GAMEON'2007
    • Ploss, A.1    Glinka, F.2    Gorlatch, S.3    Müller-Iden, J.4
  • 14
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.