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Zou, L., Ammar, M. H., and Diot, C. An evaluation of grouping techniques for state dissemination in networked multi-user games. In MASCOTS '01: Proceedings of the Ninth International Symposium in Modeling, Analysis and Simulation of Computer and Telecommunication Systems (MASCOTS'01) (2001), IEEE Computer Society, p. 33. 23

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A Generic Proxy System for Networked Computer Games - Mauve, Fischer (2002)   (3 citations)  (Correct)

....as directly to the proxies of other players. This avoids an unnecessary detour before the action is distributed to the other players and thus reduces perceived latency. In order to determine those players interested in a given message existing grouping strategies for network games could be used [14, 3]. Random events in a client server architecture are typically transmitted by the server at the point of time when they occur. Therefore they will arrive late at the clients, delayed by the network latency. While a server could usually transmit these random events ahead of time (e.g. in form of ....

L. Zou, M. Ammar, and C. Diot. An Evaluation of Grouping Techniques for State Dissemination in Networked Multi-User Games. In Proc. of MASCOT, 2001.


An Evaluation of Preference Clustering in Large-Scale.. - Wong, Katz, McCanne (2000)   (5 citations)  (Correct)

....overhead group creation, flexible subcasting and data naming is necessary. DIS researchers have been studying the use of multicast to group entities in the virtual environment based on their functional, spatial, temporal requirements [13] and reliability characteristics [15] Zou, Ammar and Diot [23] explore the tradeoffs between cell based and entity based grouping techniques in multi party network games. In all cases, the constraints of network state and bandwidth consumption are not considered. Lety, Turletti and Baccelli [10] present an architecture that dynamically partitions a virtual ....

ZOU, L., AMMAR, M., AND DIOT, C. An Evaluation of Grouping Techniques for State Dissemination in Netwokred Multi-User Games. Tech. rep., Georgia Institute of Technology, May 1999. Submitted for Publication.


A Distributed Architecture for Interactive - Multiplayer Games Ashwin (2005)   (Correct)

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Zou, L., Ammar, M. H., and Diot, C. An evaluation of grouping techniques for state dissemination in networked multi-user games. In MASCOTS '01: Proceedings of the Ninth International Symposium in Modeling, Analysis and Simulation of Computer and Telecommunication Systems (MASCOTS'01) (2001), IEEE Computer Society, p. 33. 23


Partitioning Crowded Virtual Environments - Anthony Steed Roula (2003)   (Correct)

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L. Zou, M. Ammar, C. Diot. An Evaluation of Grouping Techniques for State Dissemination in Networked MultiUser Games. Proceedings of the Ninth International Symposium on Modelling, Analysis, and Simulation of Computer and Telecommunication Systems, (MASCOTS'01), August 2001.

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