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INFOCOM
2010
IEEE
15 years 4 months ago
Socially-Aware Network Design Games
—In many scenarios network design is not enforced by a central authority, but arises from the interactions of several self-interested agents. This is the case of the Internet, wh...
Jocelyne Elias, Fabio Martignon, Konstantin Avrach...
DAGSTUHL
2001
15 years 7 months ago
Programmable Networks
In this paper we present a programmable networking model that provides a common framework for understanding the state-of-the-art in programmable networks. A number of projects are...
Andrew T. Campbell, Michael E. Kounavis, John B. V...
NETGAMES
2006
ACM
16 years 8 days ago
Count down protocol: asynchronous consistent protocol in P2P virtual ball game
This paper studies a way to improve consistency of states in a ball game typed DVE with lag, in P2P architecture. We also study how to control shared objects in real-time in a ser...
Yoshihiro Kawano, Tatsuhiro Yonekura
NETGAMES
2004
ACM
15 years 11 months ago
Realizing bullet time effect in multiplayer games with local perception filters
Local perception filters exploit the limitations of human perception to reduce the effects of network latency in multiplayer computer games. Because they allow temporal distorti...
Jouni Smed, Henrik Niinisalo, Harri Hakonen
NOSSDAV
2004
Springer
15 years 11 months ago
Analysis of state exposure control to prevent cheating in online games
Kang Li, Shanshan Ding, Doug McCreary, Steve Webb