LOCALLY-ADAPTIVE VIRTUAL ENVIRONMENTS IN PERSISTENT-STATE (2008)
Multi-player Games, Marc Lanctot, Clark Verbrugge
We present a generic model for adaptation in large scale, persistent state computer games that allows the virtual world to change automatically, with reasonable efficiency. We demonstrate the utility...
Fairness in Dead-Reckoning based Distributed (2008)
Multi-player Games, Sudhir Aggarwal, Hemant Banavar
In a distributed multi-player game that uses dead-reckoning vectors to exchange movement information among players, there is inaccuracy in rendering the objects at the receiver due to network delay...
ABSTRACT Accuracy in Dead-Reckoning Based Distributed (2008)
Multi-player Games, Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, Sarit Mukherjee, Sampath Rangarajan
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dead reckoning vector...
20 Interaction Manifestations in (2008)
G. Riva, F. Davide, Multi-player Games, Tony Manninen
Abstract. This chapter describes the findings of ethnographical research which elaborates and analyses the interaction forms of a contemporary multi-player game. The motivation for the research...
20 Interaction Manifestations in (2007)
G. Riva, F. Davide, Multi-player Games, Tony Manninen
Abstract. This chapter describes the findings of ethnographical research which elaborates and analyses the interaction forms of a contemporary multi-player game. The motivation for the research...