2005
DOI: 10.1145/1144382.1144385
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Game-state fidelity across distributed interactive games

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Cited by 8 publications
(6 citation statements)
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“…Actual game-play security is not a primary concern of this paper. However, the specific issue of game-state fidelity (i.e., consistency and cheat-resistance) forms a fundamental requirement [McCoy et al, 2005]. The reason we advocate strongly for singular arbitrators is given by examining past approaches:…”
Section: Resultsmentioning
confidence: 99%
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“…Actual game-play security is not a primary concern of this paper. However, the specific issue of game-state fidelity (i.e., consistency and cheat-resistance) forms a fundamental requirement [McCoy et al, 2005]. The reason we advocate strongly for singular arbitrators is given by examining past approaches:…”
Section: Resultsmentioning
confidence: 99%
“…A naively built system results in quadratic growth of bandwidth usage, with each and every peer expected to communicate with every other peer [Hu et al, 2006, Bharambe et al, 2008. Adding to this issue is the increased sensitivity to high latencies that certain classes of VEs exhibit [McCoy et al, 2005, Safaei et al, 2005. Games such as Everquest are more tolerant of latency issues [Chen et al, 2009], whereas First Person Shooter (FPS) games exhibit some of the tightest upper-bounds [Zhou et al, 2008].…”
Section: Online Games and Virtual Environmentsmentioning
confidence: 99%
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