PPT-Matchmaking for Online Games and Other Latency-Sensitive P2P Systems

Author : aaron | Published Date : 2018-02-10

Sharad Agarwal and Jacob R Lorch SIGCOMM 2009 server client Game matchmaking 1347081213 1347081213 15239124 1414913 2163661 Key exchange Bandwidth measurement Latency

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Matchmaking for Online Games and Other Latency-Sensitive P2P Systems: Transcript


Sharad Agarwal and Jacob R Lorch SIGCOMM 2009 server client Game matchmaking 1347081213 1347081213 15239124 1414913 2163661 Key exchange Bandwidth measurement Latency measurement. Game Perspective. Requirements . and Constraints. - Requirements on consistency. - Requirements on latency. - User response to inconsistency and latency. Consistency : System Perspective. C1 : Local changes . Mark Claypool and David . Finkel. {. claypool,dfinkel. }@cs.wpi.edu. Computer Science and. Interactive Media & Game Development. Worcester Polytechnic Institute. 1. Cloud-based Games. Connectivity and capacity of networks growing. Curt Wilson. IT Security Officer & Security Team Lead. Southern Illinois University Carbondale. curtw@siu.edu. 618-453-6237. This Presentation & Training. Goal: to teach how to defend Windows computers, users and data against modern threats seen at SIUC. Matchmaking . in League of Legends. Mark Claypool. , . Jonathan . Decelle. , . Gabriel . Hall, and Lindsay . O'Donnell. claypool@cs.wpi.edu. . Computer Science and. Interactive Media & Game Development. Game Perspective. Requirements . and Constraints. - Requirements on consistency. - Requirements on latency. - User response to inconsistency and latency. Consistency : System Perspective. C1 : Local changes . Matchmaking . in League of Legends. Mark Claypool. , . Jonathan . Decelle. , . Gabriel . Hall, and Lindsay . O'Donnell. claypool@cs.wpi.edu. . Computer Science and. Interactive Media & Game Development. Mark Claypool and David . Finkel. Worcester Polytechnic Institute. 1. In . Proceedings of the 13th ACM Network and System Support for Games (. NetGames. ). , . Nagoya, Japan, December 4-5, 2014. . Cloud-based Games. Matthew P. . Grosvenor, . Malte. . Schwarzkopf, . Ionel. . Gog, . Robert . N. M. . Watson, . Andrew W. . Moore, . Steven Hand, Jon . Crowcroft. . University of Cambridge Computer Laboratory . Presented by. Shreya. The Problem. Machine learning requires real time, accurate, and robust predictions under heavy query load.. Most machine learning frameworks care about optimizing model training not deployment. Sharad Agarwal and . Jacob R. Lorch. SIGCOMM 2009. server. client. Game matchmaking. 134.70.81.213. 134.70.81.213, 152.3.9.124, 14.14.91.3, 216.36.6.1. Key exchange. Bandwidth measurement. Latency measurement. Curt Wilson. IT Security Officer & Security Team Lead. Southern Illinois University Carbondale. curtw@siu.edu. 618-453-6237. This Presentation & Training. Goal: to teach how to defend Windows computers, users and data against modern threats seen at SIUC. in League of Legends. Mark Claypool. , . Jonathan . Decelle. , . Gabriel . Hall, and Lindsay . O'Donnell. claypool@cs.wpi.edu. . Computer Science and. Interactive Media & Game Development. Worcester Polytechnic Institute. Marc Pattinson. ECCP Project coordinator. EU Utility Week, Vienna, Austria. 7-8 November, 2018. Twitter: . @. Clusters_EU. Agenda – Morning (1/3). 9:00-12:15. Registration and Coffee from 8.30 am.  . QoS. -Based Service Matchmaking. Kyriakos . Kritikos. . and. Dimitris . Plexousakis. ICS-FORTH. 1. Presentation Outline. Problematic. Contribution. Background. System Architecture & Algorithm Presentation.

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