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Conferences in DBLP
- Ashwin R. Bharambe, Sanjay G. Rao, Srinivasan Seshan
Mercury: a scalable publish-subscribe system for internet games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:3-9 [Conf]
- Lars Aarhus, Knut Holmqvist, Martin Kirkengen
Generalized two-tier relevance filtering of computer game update events. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:10-13 [Conf]
- Stefan A. Fiedler, Michael Wallner, Michael Weber
A communication architecture for massive multiplayer games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:14-22 [Conf]
- Martin Mauve, Stefan Fischer, Jörg Widmer
A generic proxy system for networked computer games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:25-28 [Conf]
- Carsten Griwodz
State replication for multiplayer games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:29-35 [Conf]
- Daniel Bauer, Sean Rooney, Paolo Scotton
Network infrastructure for massively distributed games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:36-43 [Conf]
- Tristan Henderson
Observations on game server discovery mechanisms. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:47-52 [Conf]
- Johannes Färber
Network game traffic modelling. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:53-57 [Conf]
- Frank H. P. Fitzek, Gerrit Schulte, Martin Reisslein
System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:58-64 [Conf]
- Eric Cronin, Burton Filstrup, Anthony R. Kurc, Sugih Jamin
An efficient synchronization mechanism for mirrored game architectures. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:67-73 [Conf]
- Christian Schaefer, Thomas Enderes, Hartmut Ritter, Martina Zitterbart
Subjective quality assessment for multiplayer real-time games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:74-78 [Conf]
- Lothar Pantel, Lars C. Wolf
On the suitability of dead reckoning schemes for games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2002, pp:79-84 [Conf]
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