Distributed DeepThought: Synchronising Complex Network Multi-player Games in a Scalable and Flexible Manner

This data was imported from DBLP:

Authors: Pedersen, K., Gatzidis, C. and Northern, B.

Editors: Cooper, K., Scacchi, W. and Wang, A.I.

http://ieeexplore.ieee.org/xpl/mostRecentIssue.jsp?punumber=6619588

Journal: GAS@ICSE

Pages: 40-43

Publisher: IEEE Computer Society

ISBN: 978-1-4673-6263-4

DOI: 10.1109/GAS.2013.6632589

This source preferred by Christos Gatzidis and Karsten Pedersen

This data was imported from Scopus:

Authors: Pedersen, K., Gatzidis, C. and Northern, B.

Journal: 2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change, GAS 2013 - Proceedings

Pages: 40-43

ISBN: 9781467362634

DOI: 10.1109/GAS.2013.6632589

We propose a solution to avoid stability, security and performance concerns in multi-player games. This should lead to greater scalability in existing multi-player games but could also provide a way to implement multi-player functionality in an existing single-player game whilst ensuring the code-base stays organised and robust without requiring large modifications to the existing architecture. The ideas presented in this publication aim to provide a scalable solution not just to the end product but also to the code base in order to ensure greater ease in future maintainability and expansion. © 2013 IEEE.

This data was imported from Web of Science (Lite):

Authors: Pedersen, K., Gatzidis, C., Northern, B. and IEEE

Journal: 2013 3RD INTERNATIONAL WORKSHOP ON GAMES AND SOFTWARE ENGINEERING: ENGINEERING COMPUTER GAMES TO ENABLE POSITIVE, PROGRESSIVE CHANGE (GAS)

Pages: 40-43

The data on this page was last updated at 04:42 on September 22, 2017.