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As item trading becomes more popular, users can change their game items or money into real money more easily. At the same time, hackers turn their eyes on stealing other users game items or money because it is much easier to earn money than traditional gold-farming by running game bots. Game companies provide various security measures to block accounttheft attempts, but many security measures on the...
In this paper we examine the use of trust metrics for punishing dishonest (cheating) and malicious (griefing) behavior in peer-to-peer massively multiplayer online games (MMOG’s). In particular, we first replicate the work of Goodman and Verbrugge and then propose a metric of our own. Our approach uses a reinforcement learning trust metric that can more rapidly and accurately detect dishonest and...
Lag compensation is widely implemented in shooter games to mitigate the impact of network latency. “Shot around a corner” is an inconsistency introduced by lag compensation that still exists in many recent titles. In this paper, we investigate the influence of network latency and movement speeds on the rollback distances, and how they in turn affect the perceived “shot around a corner” frequencies...
Visual attention models (VAMs) have proved useful in various multimedia applications such as video encoding, interface design, and user behavior prediction. However, existing VAMs are not generalizable enough to be utilized in all multimedia applications implying that in each application there exist some unique factors which drive the user attention. Application agnostic VAMs rely on video and image...
the widespread availability of high-speed broadband Internet access brings online-enabled revenue model to gaming industry. However, Today’s Internet does not guarantee a quality level beyond best effort for the majority of applications used by home users. As a consequence, data flows transferred over the Internet can experience bandwidth constraints. At homes, this bandwidth constraint becomes more...
Matchmaking is the process of grouping players together to set up game sessions in multiplayer online games. In this paper, we focus on the matchmaking for multiplayer cloud gaming (MCG). We formulate the MCG matchmaking problem with the objectives of maximizing the number of game sessions formed and minimizing the cost of cloud servers rented to serve the sessions. We propose a two-step matchmaking...
We propose a new cloud gaming platform to address the limitations of the existing ones. We study the rendering pipeline of 2D planar maps, and convert it into the server and client pipelines. While doing so naturally gives us a distributed rendering platform, compressing 2D planar maps for transmission has never been studied in the literature. In this paper, we propose a compression component for...
Cloud gaming will make high quality gaming more accessible to everyone. It not only relieves users of the constant need to upgrade their hardware, but also makes it possible to enjoy high quality gaming on a variety of devices. Although cloud gaming alleviates some of the hardware constraints associated with end user devices, it does come at a cost - an array of performance issues such as increased...
We present a gamified Smartphone Augmented Infrastructure Sensing (SAIS) platform for leveraging mobile gamers for serious applications, e.g., in smart cities. We develop a suite of algorithms to transparently guide the gamers to sensing task locations, in order to complete more tasks at shorter response time without incurring high workload on gamers. We evaluate our algorithms using extensive simulations...
One of the main promises of cloud gaming, an emerging and growing market in the gaming industry, is its lack of dependence on high-end hardware. To fulfill its goal of enabling anyone to play their favorite games whenever, wherever and on any device, it requires high bandwidth, which remains a major challenge. One solution is to model or predict the players’ visual attention map and allocate bitrate...
DiveReal is a social virtual world: people get in primarily to meet and talk to others. But unlike its classical counterparts, it does not rely on servers to put people together. Instead, it uses an overlay that grows as more people get in. For the user, this means a different experience: the world is not anymore divided in “rooms”, “islands” or “realms” but accepts everyone, possibly millions, in...
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