Client/Server Gaming Architectures
Author:
Publisher
Springer International Publishing
Link
http://link.springer.com/content/pdf/10.1007/978-3-319-08234-9_272-1
Reference6 articles.
1. Bauer, D., Iliadis, I., Scotton, P.: Communication architectures for massive multi-player games. Multimed. Tools Appl. 23, 47–66 (2004). https://doi.org/10.1023/B:MTAP.0000026841.97579.1f
2. Briceño, L.D., Siegel, H.J., Maciejewski, A.A., Hong, Y., Lock, B., Panaccione, C., Wedyan, F., Teli, M.N., Zhang, C.: Resource allocation in a client/server system for massive multi-player online games. IEEE Trans. Comput. 63(12), 3127–3142 (2014). https://doi.org/10.1109/TC.2013.178
3. Ferretti, S.: Cheating detection through game time modeling: a better way to avoid time cheats in P2P MOGs? Multimed. Tools Appl. 37(3), 339–363 (2008). https://doi.org/10.1007/s11042-007-0163-2
4. Marzolla, M., Ferretti, S., D’Angelo, G.: Dynamic resource provisioning for cloud-based gaming infrastructures. Comput. Entertain. 10(1), 4 (2012). https://doi.org/10.1145/2381876.2381880
5. Mauve, M., Fischer, S., Widmer, J.: A generic proxy system for networked computer games. In: Proceedings of the 1st Workshop on Network and System Support for Games, NetGames’02, pp. 25–28. ACM, New York (2002)
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