Abstract is missing.
- Mercury: a scalable publish-subscribe system for internet gamesAshwin R. Bharambe, Sanjay G. Rao, Srinivasan Seshan. 3-9 [doi]
- Generalized two-tier relevance filtering of computer game update eventsLars Aarhus, Knut Holmqvist, Martin Kirkengen. 10-13 [doi]
- A communication architecture for massive multiplayer gamesStefan A. Fiedler, Michael Wallner, Michael Weber. 14-22 [doi]
- A generic proxy system for networked computer gamesMartin Mauve, Stefan Fischer, Jörg Widmer. 25-28 [doi]
- State replication for multiplayer gamesCarsten Griwodz. 29-35 [doi]
- Network infrastructure for massively distributed gamesDaniel Bauer, Sean Rooney, Paolo Scotton. 36-43 [doi]
- Observations on game server discovery mechanismsTristan Henderson. 47-52 [doi]
- Network game traffic modellingJohannes Färber. 53-57 [doi]
- System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN servicesFrank H. P. Fitzek, Gerrit Schulte, Martin Reisslein. 58-64 [doi]
- An efficient synchronization mechanism for mirrored game architecturesEric Cronin, Burton Filstrup, Anthony R. Kurc, Sugih Jamin. 67-73 [doi]
- Subjective quality assessment for multiplayer real-time gamesChristian Schaefer, Thomas Enderes, Hartmut Ritter, Martina Zitterbart. 74-78 [doi]
- On the suitability of dead reckoning schemes for gamesLothar Pantel, Lars C. Wolf. 79-84 [doi]