1![The effects of an AQM enabled home gateway on First Person Shooter game traffic Russell Collom∗ Centre for Advanced Internet Architectures, Technical Report 160826A Swinburne University of Technology Melbourne, Austral The effects of an AQM enabled home gateway on First Person Shooter game traffic Russell Collom∗ Centre for Advanced Internet Architectures, Technical Report 160826A Swinburne University of Technology Melbourne, Austral](https://www.pdfsearch.io/img/7132f15f2cb56bad92e77e67ef67cc63.jpg) | Add to Reading ListSource URL: caia.swin.edu.auLanguage: English - Date: 2016-08-26 01:37:14
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2![A Markov Model of Server to Client IP traffic in First Person Shooter Games Philip Branch, Grenville Armitage, Antonio L Cricenti Centre for Advanced Internet Architectures A Markov Model of Server to Client IP traffic in First Person Shooter Games Philip Branch, Grenville Armitage, Antonio L Cricenti Centre for Advanced Internet Architectures](https://www.pdfsearch.io/img/10314f50929f6d514ad29cd4855ef616.jpg) | Add to Reading ListSource URL: caia.swin.edu.auLanguage: English - Date: 2010-09-09 01:33:31
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3![Topological Optimisation for Online First Person Shooter Game Server Discovery Grenville Armitage, Carl Javier, Sebastian Zander Centre for Advanced Internet Architectures Swinburne University of Technology Melbourne, Au Topological Optimisation for Online First Person Shooter Game Server Discovery Grenville Armitage, Carl Javier, Sebastian Zander Centre for Advanced Internet Architectures Swinburne University of Technology Melbourne, Au](https://www.pdfsearch.io/img/2741f8f12a16ecc9b9eca02bdb61cbd9.jpg) | Add to Reading ListSource URL: caia.swin.edu.au- Date: 2006-12-18 19:29:20
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4![Hi everyone, my name is Krzysztof Narkowicz. I’m the Lead Engine Programmer at Flying Wild Hog. It’s a small company based in Poland and we are mainly making some old-school first person shooter games like Hard Reset Hi everyone, my name is Krzysztof Narkowicz. I’m the Lead Engine Programmer at Flying Wild Hog. It’s a small company based in Poland and we are mainly making some old-school first person shooter games like Hard Reset](https://www.pdfsearch.io/img/45caa5f081ce8be21b49bd8ef07fd714.jpg) | Add to Reading ListSource URL: knarkowicz.files.wordpress.com- Date: 2016-03-21 13:37:02
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5![Predicting Skill from Gameplay Input to a First-Person Shooter David Buckley, Ke Chen and Joshua Knowles School of Computer Science University of Manchester, UK ; ; j.kno Predicting Skill from Gameplay Input to a First-Person Shooter David Buckley, Ke Chen and Joshua Knowles School of Computer Science University of Manchester, UK ; ; j.kno](https://www.pdfsearch.io/img/daf84fdf1dc1c7161bb9b1fb923cd6d6.jpg) | Add to Reading ListSource URL: eldar.mathstat.uoguelph.ca- Date: 2016-07-12 12:05:04
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6![From First Person Shooter by Don Zolidis From First-Person Shooter CHARLIE, 17 TAD, 17, CHARLIE and TAD have been friends since middle school. Before middle school, however Charlie used to bully Tad. In this scene, Charl From First Person Shooter by Don Zolidis From First-Person Shooter CHARLIE, 17 TAD, 17, CHARLIE and TAD have been friends since middle school. Before middle school, however Charlie used to bully Tad. In this scene, Charl](https://www.pdfsearch.io/img/8ad1f6972f4eaaa3414948a3bd980eba.jpg) | Add to Reading ListSource URL: www.donzolidis.comLanguage: English - Date: 2013-10-28 22:48:19
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7![Visual Control in Quake II with a Cyclic Controller Matt Parker and Bobby D. Bryant Abstract— A cyclic controller is evolved in the first person shooter computer game Quake II, to learn to attack a randomly moving enem Visual Control in Quake II with a Cyclic Controller Matt Parker and Bobby D. Bryant Abstract— A cyclic controller is evolved in the first person shooter computer game Quake II, to learn to attack a randomly moving enem](https://www.pdfsearch.io/img/935e7b93717993f8d6a2c4c9486f6dfd.jpg) | Add to Reading ListSource URL: www.csse.uwa.edu.auLanguage: English - Date: 2009-02-05 01:17:42
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8![Neuro-visual Control in the Quake II Game Engine Matt Parker and Bobby D. Bryant Abstract— The first-person-shooter Quake II is used as a platform to test neuro-visual control and retina input layouts. Agents are train Neuro-visual Control in the Quake II Game Engine Matt Parker and Bobby D. Bryant Abstract— The first-person-shooter Quake II is used as a platform to test neuro-visual control and retina input layouts. Agents are train](https://www.pdfsearch.io/img/4b10fd5fbc1f73bee8fd129652c25d82.jpg) | Add to Reading ListSource URL: www.cse.unr.eduLanguage: English - Date: 2012-06-18 19:31:11
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9![An Evaluation of Models for Predicting Opponent Positions in First-Person Shooter Video Games Stephen Hladky and Vadim Bulitko filters to predict opponent positions in first-person shooter (FPS) video games. These models An Evaluation of Models for Predicting Opponent Positions in First-Person Shooter Video Games Stephen Hladky and Vadim Bulitko filters to predict opponent positions in first-person shooter (FPS) video games. These models](https://www.pdfsearch.io/img/8624866459f0cb3045630377f3c07b07.jpg) | Add to Reading ListSource URL: www.csse.uwa.edu.auLanguage: English - Date: 2009-02-05 01:17:42
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10![A hierarchically-layered multiplayer bot system for a first-person shooter By Tim Verweij, student numberFor the degree of Master of Science in Artificial Intelligence A hierarchically-layered multiplayer bot system for a first-person shooter By Tim Verweij, student numberFor the degree of Master of Science in Artificial Intelligence](https://www.pdfsearch.io/img/02b9c2d194be4f4665df106ee300842f.jpg) | Add to Reading ListSource URL: www.guerrilla-games.comLanguage: English - Date: 2014-05-28 11:01:46
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