Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model
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| Titel: | Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model |
|---|---|
| Autoren: | Zimmerman, Daniel M., Rothstein, Brian, Kaganovich, Yevgeniy, Pahm, Khai |
| Weitere Verfasser: | CALIFORNIA INST OF TECH PASADENA DEPT OF COMPUTER SCIENCE |
| Quelle: | DTIC |
| Publikationsjahr: | 1997 |
| Bestand: | Defense Technical Information Center: DTIC Technical Reports database |
| Schlagwörter: | Computer Hardware, ASYNCHRONOUS SYSTEMS, DATA PROCESSING, NETWORKS, COMPUTERS, INTERNET, TRANSFORMATIONS, JAVA, GAME THEORY, FLOW, REAL TIME, INPUT, ASYNCHRONOUS MESSAGE PASSING, NETWORKED GAMES, CLIENT-SERVER MODELS |
| Beschreibung: | We examine the process of creating asynchronous networked games by applying systematic transformations to their single-computer analogues, identify the need for such transformations, and propose a simple system of rules for them. In developing these rules, our primary concerns are comparing the flow of events in single-processor and networked games and examining the restrictions and limitations resulting from speed considerations. Although this paper only discusses games, the transformation rules may apply to any networked application with asynchronous data input and exchange. ; Supported in part by contract CCR-9120008 |
| Publikationsart: | text |
| Dateibeschreibung: | text/html |
| Sprache: | English |
| Relation: | http://www.dtic.mil/docs/citations/ADA446104 |
| Verfügbarkeit: | http://www.dtic.mil/docs/citations/ADA446104 http://oai.dtic.mil/oai/oai?&verb=getRecord&metadataPrefix=html&identifier=ADA446104 |
| Rights: | Approved for public release; distribution is unlimited. |
| Dokumentencode: | edsbas.A578A677 |
| Datenbank: | BASE |
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| Items | – Name: Title Label: Title Group: Ti Data: Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Zimmerman%2C+Daniel+M%2E%22">Zimmerman, Daniel M.</searchLink><br /><searchLink fieldCode="AR" term="%22Rothstein%2C+Brian%22">Rothstein, Brian</searchLink><br /><searchLink fieldCode="AR" term="%22Kaganovich%2C+Yevgeniy%22">Kaganovich, Yevgeniy</searchLink><br /><searchLink fieldCode="AR" term="%22Pahm%2C+Khai%22">Pahm, Khai</searchLink> – Name: Author Label: Contributors Group: Au Data: CALIFORNIA INST OF TECH PASADENA DEPT OF COMPUTER SCIENCE – Name: TitleSource Label: Source Group: Src Data: DTIC – Name: DatePubCY Label: Publication Year Group: Date Data: 1997 – Name: Subset Label: Collection Group: HoldingsInfo Data: Defense Technical Information Center: DTIC Technical Reports database – Name: Subject Label: Subject Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Computer+Hardware%22">Computer Hardware</searchLink><br /><searchLink fieldCode="DE" term="%22ASYNCHRONOUS+SYSTEMS%22">ASYNCHRONOUS SYSTEMS</searchLink><br /><searchLink fieldCode="DE" term="%22DATA+PROCESSING%22">DATA PROCESSING</searchLink><br /><searchLink fieldCode="DE" term="%22NETWORKS%22">NETWORKS</searchLink><br /><searchLink fieldCode="DE" term="%22COMPUTERS%22">COMPUTERS</searchLink><br /><searchLink fieldCode="DE" term="%22INTERNET%22">INTERNET</searchLink><br /><searchLink fieldCode="DE" term="%22TRANSFORMATIONS%22">TRANSFORMATIONS</searchLink><br /><searchLink fieldCode="DE" term="%22JAVA%22">JAVA</searchLink><br /><searchLink fieldCode="DE" term="%22GAME+THEORY%22">GAME THEORY</searchLink><br /><searchLink fieldCode="DE" term="%22FLOW%22">FLOW</searchLink><br /><searchLink fieldCode="DE" term="%22REAL+TIME%22">REAL TIME</searchLink><br /><searchLink fieldCode="DE" term="%22INPUT%22">INPUT</searchLink><br /><searchLink fieldCode="DE" term="%22ASYNCHRONOUS+MESSAGE+PASSING%22">ASYNCHRONOUS MESSAGE PASSING</searchLink><br /><searchLink fieldCode="DE" term="%22NETWORKED+GAMES%22">NETWORKED GAMES</searchLink><br /><searchLink fieldCode="DE" term="%22CLIENT-SERVER+MODELS%22">CLIENT-SERVER MODELS</searchLink> – Name: Abstract Label: Description Group: Ab Data: We examine the process of creating asynchronous networked games by applying systematic transformations to their single-computer analogues, identify the need for such transformations, and propose a simple system of rules for them. In developing these rules, our primary concerns are comparing the flow of events in single-processor and networked games and examining the restrictions and limitations resulting from speed considerations. Although this paper only discusses games, the transformation rules may apply to any networked application with asynchronous data input and exchange. ; Supported in part by contract CCR-9120008 – Name: TypeDocument Label: Document Type Group: TypDoc Data: text – Name: Format Label: File Description Group: SrcInfo Data: text/html – Name: Language Label: Language Group: Lang Data: English – Name: NoteTitleSource Label: Relation Group: SrcInfo Data: http://www.dtic.mil/docs/citations/ADA446104 – Name: URL Label: Availability Group: URL Data: http://www.dtic.mil/docs/citations/ADA446104<br />http://oai.dtic.mil/oai/oai?&verb=getRecord&metadataPrefix=html&identifier=ADA446104 – Name: Copyright Label: Rights Group: Cpyrght Data: Approved for public release; distribution is unlimited. – Name: AN Label: Accession Number Group: ID Data: edsbas.A578A677 |
| PLink | https://erproxy.cvtisr.sk/sfx/access?url=https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsbas&AN=edsbas.A578A677 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English Subjects: – SubjectFull: Computer Hardware Type: general – SubjectFull: ASYNCHRONOUS SYSTEMS Type: general – SubjectFull: DATA PROCESSING Type: general – SubjectFull: NETWORKS Type: general – SubjectFull: COMPUTERS Type: general – SubjectFull: INTERNET Type: general – SubjectFull: TRANSFORMATIONS Type: general – SubjectFull: JAVA Type: general – SubjectFull: GAME THEORY Type: general – SubjectFull: FLOW Type: general – SubjectFull: REAL TIME Type: general – SubjectFull: INPUT Type: general – SubjectFull: ASYNCHRONOUS MESSAGE PASSING Type: general – SubjectFull: NETWORKED GAMES Type: general – SubjectFull: CLIENT-SERVER MODELS Type: general Titles: – TitleFull: Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Zimmerman, Daniel M. – PersonEntity: Name: NameFull: Rothstein, Brian – PersonEntity: Name: NameFull: Kaganovich, Yevgeniy – PersonEntity: Name: NameFull: Pahm, Khai – PersonEntity: Name: NameFull: CALIFORNIA INST OF TECH PASADENA DEPT OF COMPUTER SCIENCE IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 1997 Identifiers: – Type: issn-locals Value: edsbas Titles: – TitleFull: DTIC Type: main |
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