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Multiplayer video games / Multiplayer online games / Social software / Video game genres / Competitive video gaming / Game server / Server / Peer-to-peer / Massively multiplayer online role-playing game / Software / Digital media / Application software


A simple bound on the game server computing power By: Lam Ngok Objective In this preliminary study, we employed some simple results from the queueing theory literature to derive a bound on the computing power of an onlin
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Document Date: 2009-09-15 12:07:02


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Company

Gaptime Century Ltd. / Forrester Research / /

Currency

pence / /

EntertainmentAwardEvent

Jussi / /

Facility

The Electronic Library / Worcester Polytechnic Institute / /

IndustryTerm

Online Role Playing Games / required server computing power / interactive entertainment software / real world networking problem / online games / online players / game server computing power / minimum computing power / client software / software association / client/server / online game server / large scale online games / online gaming experience / online game players / wireless connections / final solution / large networks / internet games / intermediate routers / server computing power / software designing aspects / real online system / online gaming / internet-based games / software structures / types software architectures / software architecture / /

Organization

Digital / Worcester Polytechnic Institute / /

Person

James Nichols / Paul Bettner / Mark Claypool / Laurent Gautier / Nathan Sheldon / Tom Beigbeder et.al / Lam Ngok / R. Michael Young / Bjorn Knutsson / /

Position

Major / player / /

Product

PS2 / /

ProgrammingLanguage

E / /

SportsEvent

NFL / Massive Multiplayer Online Role Playing Games / /

Technology

intermediate routers / artificial intelligence / peer-to-peer / queueing theory / Quality of Service / client/server / /

URL

http /

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