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
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Sprache: English
Relation: http://www.dtic.mil/docs/citations/ADA446104
Verfügbarkeit: http://www.dtic.mil/docs/citations/ADA446104
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  Label: Title
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  Data: Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model
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  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>
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  Data: CALIFORNIA INST OF TECH PASADENA DEPT OF COMPUTER SCIENCE
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  Data: DTIC
– Name: DatePubCY
  Label: Publication Year
  Group: Date
  Data: 1997
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  Data: Defense Technical Information Center: DTIC Technical Reports database
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  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
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  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
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  Data: http://www.dtic.mil/docs/citations/ADA446104
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  Data: http://www.dtic.mil/docs/citations/ADA446104<br />http://oai.dtic.mil/oai/oai?&verb=getRecord&metadataPrefix=html&identifier=ADA446104
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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:
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    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
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            NameFull: Zimmerman, Daniel M.
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            NameFull: Rothstein, Brian
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            NameFull: Kaganovich, Yevgeniy
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            NameFull: Pahm, Khai
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            NameFull: CALIFORNIA INST OF TECH PASADENA DEPT OF COMPUTER SCIENCE
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              Type: published
              Y: 1997
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