A load balancing scheme for massively multiplayer online games
In a distributed MMOG (massively multiplayer online game) server architecture, the server
nodes may become easily overloaded by the high demand from the players for state …
nodes may become easily overloaded by the high demand from the players for state …
Cost-efficient hosting and load balancing of massively multiplayer online games
Massively Multiplayer Online Games (MMOG) are a class of computationally-intensive client-
server applications with severe real-time Quality of Service (QoS) requirements, such as the …
server applications with severe real-time Quality of Service (QoS) requirements, such as the …
Towards a more reliable and scalable architecture for smart home environments
Abstract The Internet of things (IoT) has profoundly changed the way we imagine information
science and architectures and smart homes are an important part of this domain. Created a …
science and architectures and smart homes are an important part of this domain. Created a …
Towards supporting millions of users in modifiable virtual environments by redesigning {Minecraft-Like} games as serverless systems
How can Minecraft-like games become scalable cloud services? Hundreds of Minecraft-like
games, that is, games acting as modifiable virtual environments (MVEs), are currently played …
games, that is, games acting as modifiable virtual environments (MVEs), are currently played …
Voronoi state management for peer-to-peer massively multiplayer online games
State management is a basic requirement for multiuser virtual environments (VEs) such as
massively multiplayer online games (MMOGs). Current MMOGs rely on centralized server …
massively multiplayer online games (MMOGs). Current MMOGs rely on centralized server …
A survey of state persistency in peer-to-peer massively multiplayer online games
Recently, there has been significant research focus on Peer-to-Peer (P2P) Massively
Multiplayer Online Games (MMOGs). A number of architectures have been presented in the …
Multiplayer Online Games (MMOGs). A number of architectures have been presented in the …
Silhouette extraction based on iterative spatio-temporal local color transformation and graph-cut segmentation
We propose an iterative scheme of spatio-temporal local color transformation of background
and graph-cut segmentation for silhouette extraction. Given an initial background …
and graph-cut segmentation for silhouette extraction. Given an initial background …
System and method for determining affinity groups and co-locating the affinity groups in a distributing network
JA Loizeaux, JH Waldo, KB Thompson - US Patent 8,380,843, 2013 - Google Patents
In at least one embodiment, an apparatus for determining one or more affinity groups in a
distributed network is provided. A first distributed computing device is operably coupled to a …
distributed network is provided. A first distributed computing device is operably coupled to a …
A microcell oriented load balancing model for collaborative virtual environments
In this paper, we present a microcell oriented load balancing mechanism in the context of a
hybrid MMOG (massively multiplayer online game) architecture. The objective of the …
hybrid MMOG (massively multiplayer online game) architecture. The objective of the …
A dynamic area of interest management and collaboration model for p2p mmogs
In this paper, we present a dynamic area of interest management for massively multiplayer
online games (MMOG). Instead of map** the virtual space to the area of interest (AOI), we …
online games (MMOG). Instead of map** the virtual space to the area of interest (AOI), we …