Academic literature on the topic 'P2P games'

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Journal articles on the topic "P2P games"

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Boroń, Michał, Jerzy Brzeziński, and Anna Kobusińska. "P2P matchmaking solution for online games." Peer-to-Peer Networking and Applications 13, no. 1 (February 16, 2019): 137–50. http://dx.doi.org/10.1007/s12083-019-00725-3.

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Rizky, Ghina, Jhanghiz Syahrivar, Yuling Wei, and Chairy Chairy. "THE ROLES OF VIRTUAL CHALLENGE AND DIVERSION IN PAY TO PLAY (P2P) PRACTICES AMONG INDONESIAN MOBILE GAMERS." Jurnal Muara Ilmu Ekonomi dan Bisnis 6, no. 1 (April 4, 2022): 104. http://dx.doi.org/10.24912/jmieb.v6i1.16477.

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Penelitian ini bertujuan untuk mengetahui faktor-faktor yang mempengaruhi niat bermain dan membayar (P2P) pada game seluler. Pasar game seluler sedang tumbuh dan menguntungkan. Dalam hal pendapatan, Indonesia adalah salah satu pasar game terbesar di Asia Tenggara. Namun, perusahaan game lokal hanya memiliki persentase pasar yang sangat kecil. Beberapa konsep yang terkait dengan P2P dimasukkan dalam penelitian ini, yaitu fleksibilitas waktu, pengalihan, dan tantangan. Penelitian kuantitatif ini menggunakan teknik purposive sampling dan berhasil mengumpulkan 324 mobile gamer bergenre Strategy, Multiplayer Online Battle Arena (MOBA) dan Action. Untuk menganalisis data, penelitian ini menggunakan Structural Equation Modeling (SEM) melalui software SPSS dan AMOS. Hasil penelitian menunjukkan bahwa 1) Tantangan memiliki efek positif terhadap niat bermain game seluler dan niat membayar barang virtual 2) Niat bermain game seluler memiliki efek positif terhadap niat membayar barang virtual 3) Pengalihan memiliki efek positif terhadap niat membayar barang virtual dan 4) Niat bermain game seluler memediasi secara parsial hubungan antara tantangan dan niat membayar barang virtual. This research aims to investigate factors influencing the intention to play and pay (P2P) in mobile games. The mobile games market is growing and lucrative. In terms of revenue, Indonesia is one of Southeast Asia's biggest gaming markets. However, local gaming companies only own a very small percentage of the market. Several P2P-related concepts are incorporated in this research, namely time flexibility, diversion, and challenge. This quantitative research used a purposive sampling technique to recruit 324 mobile gamers from Strategy, Multiplayer Online Battle Arena (MOBA) and Action genres. To analyse the data, this research employed Structural Equation Modelling (SEM) via SPSS and AMOS software. The results show that 1) Challenge has positive effects on the intention to play mobile games and the intention to pay for virtual items 2) The intention to play mobile games has a positive effect on the intention to pay for virtual items 3) Diversion has a positive effect on the intention to pay for virtual items and 4) The intention to play mobile games partially mediates the relationship between challenge and the intention to pay for virtual items.
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Kackley, Jeremy, Matthew Gambrell, and Jean Gourd. "I3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (March 20, 2008): 142–49. http://dx.doi.org/10.20965/jaciii.2008.p0142.

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Developing broadband and internet technologies offers possibilities for new ways of minimizing the server bottleneck in online gaming as well as an increase in response and reliability. We look at a peer-to-peer (P2P) approach to circumnavigate some of the reliance on the central server and propose a protocol designed to increase responsiveness and reliability – which is also useful in meeting the unique requirements of a P2P approach.
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Wang, Jun, Xiao Lin Lu, Si Yuan Guo, Lu Yu, and Wei Liu. "Network Resource Allocation for Scalable Video Streaming over P2P Networks Based on Game Theory." Applied Mechanics and Materials 687-691 (November 2014): 1974–78. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1974.

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In order to adapt to the heterogeneity of terminals and networks, Scalable Video Coding (SVC) encodes raw video stream with different scales of temporal, spatial and quality into layers. Considering the P2P network characteristic, it is a challenging task to design an appropriate P2P steaming network resource allocation mechanism combining with SVC. In this paper, SVC is applied in P2P streaming based on game theory; considering free-riding, bandwidth conflicts in P2P multi-overlay and one chunk with multiple providers, we design a bidirectional serial auction model that jointly optimize the bandwidth allocation, the data scheduling and the incentive mechanism, then optimized allocation for scalable video streaming over P2P networks is achieved. With extensive theoretical analysis, we show that these games converge to an optimal topology for each overlay.
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Agarwal, Sharad, and Jacob R. Lorch. "Matchmaking for online games and other latency-sensitive P2P systems." ACM SIGCOMM Computer Communication Review 39, no. 4 (August 16, 2009): 315–26. http://dx.doi.org/10.1145/1594977.1592605.

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Ma, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." International Journal of Grid and High Performance Computing 2, no. 4 (October 2010): 40–50. http://dx.doi.org/10.4018/jghpc.2010100104.

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Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players’ behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.
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Kim, Jinhwan. "Object Replication and Consistency Control Techniques of P2P Structures for Multiplayer Online Games." Journal of the Institute of Webcasting, Internet and Telecommunication 14, no. 4 (August 31, 2014): 91–99. http://dx.doi.org/10.7236/jiibc.2014.14.4.91.

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Simplicio, Marcos A., Mateus A. S. Santos, Rodrigo R. Leal, Marco A. L. Gomes, and Walter A. Goya. "SecureTCG: a lightweight cheating-detection protocol for P2P multiplayer online trading card games." Security and Communication Networks 7, no. 12 (January 17, 2014): 2412–31. http://dx.doi.org/10.1002/sec.952.

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Silva, Marcos, and Marcos Junior. "A Secure Protocol for Exchanging Cards in P2P Trading Card Games Based on Transferable e-cash." Journal of Information Security and Cryptography (Enigma) 3, no. 1 (September 3, 2016): 26. http://dx.doi.org/10.17648/enig.v3i1.57.

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Trading card games (TCG) distinguish from traditional card games mainly because the cards are not shared between players in a match. Instead, users play with the cards they own (e.g., purchased or traded with other players), which corresponds to a subset of all cards produced by the game provider. Even though most computer-based TCGs rely on a trusted third-party (TTP) for preventing cheating during trades, allowing them to securely do so without such entity remains a challenging task. Actually, potential solutions are related to e-cash protocols, but, unlike the latter, TCGs require users to play with the cards under their possession, not only to be able to pass those cards over. In this work, we present the security requirements of TCGs and how they relate to e-cash. We then propose a concrete, TTP-free protocol for anonymously trading cards, using as basis a secure transferable e-cash protocol.
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Tian, Lin-Lin, Ming-Chu Li, and Zhen Wang. "Cooperation enhanced by indirect reciprocity in spatial prisoner’s dilemma games for social P2P systems." Physica A: Statistical Mechanics and its Applications 462 (November 2016): 1252–60. http://dx.doi.org/10.1016/j.physa.2016.07.004.

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Dissertations / Theses on the topic "P2P games"

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Ratti, Saurabh. "A distributed location-aware routing architecture for P2P massively multiplayer online games." Thesis, University of Ottawa (Canada), 2010. http://hdl.handle.net/10393/28524.

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Populations in contemporary Massively Multiplayer Online Games (MMOG) continue to grow, a trend that current client-server architectures are hard pressed to sustain. Application of peer-to-peer concepts and technologies to the domain of MMOG communications can address the issues of scalability and single points of failure associated with the client-server model. A proposed system takes an existing peer-to-peer network overlay as a foundation for peer connection management, and adapts it to have location-awareness by applying the Hilbert Space-Filling Curve. The new routing architecture's location awareness is done with respect to the virtual environment, in order to achieve area-of-interest updates to interested peers with the latency of a single hop. This is done in manner that is fully distributed, thus sharing the work load as evenly as possible across peers without requiring centralized servers. This thesis reviews existing approaches, details the proposed system, and finally presents a proof-of-concept and associated evaluations.
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Kogan, Ilya. "An Analysis of Cheat Prevention in Peer-to-Peer Massively Multiplayer Online Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1276273302.

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Silva, Marcos Vinicius Maciel da. "Securetrade: a secure protocol based on transferable E-cash for exchanging cards in P2P trading card games." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-22092016-113539/.

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Trading card games (TCG) are distinct from traditional card games mainly because, in the former, the cards are not shared among players in a match. Instead, users play with the cards they own (e.g., that have been purchased or traded with other players), which correspond to a subset of all cards produced by the game provider. Even though most computer-based TCGs rely on a trusted third-party (TTP) for preventing cheating during trades, allowing them to securely do so in the absence of such entity, as in a Peer-to-Peer (P2P) scenario, remains a challenging task. Potential solutions for this challenge can be based on e-cash protocols, but not without adaptations, as those scenarios display different requirements: for example, TCGs should allow users to play with the cards under their possession, not only to be able to pass those cards over as with digital coins. In this work, we present and discuss the security requirements for allowing cards to be traded in TCGs and how they relate to e-cash. We then propose a concrete and efficient TTP-free protocol for trading cards in a privacy-preserving manner. The construction is based on a secure transferable e-cash protocol and on a P-signature scheme converted to the asymmetric pairing setting. According to our experimental results, the proposed protocol is quite efficient for use in practice: an entire deck is stored in less than 5 MB, while it takes a few seconds to be prepared for a match; the verification of the cards, on its turn, takes less time than an usual match, and can be performed in background while the game is played.
Jogos de cartas colecionáveis (TCG, do inglês Trading Card Game) diferem de jogos de cartas tradicionais principalmente porque as cartas não são compartilhadas em uma partida. Especificamente, os jogadores usam suas próprias cartas (obtidas, e.g., por meio de compra ou troca com outros jogadores), as quais correspondem a um subconjunto de todas as cartas criadas pelo produtor do jogo. Embora a maioria dos TCGs digitais atuais dependam de um terceiro confiável (TTP, do ingês Trusted Third-Party) para prevenir trapaças durante trocas, permitir que os jogadores troquem cartas de maneira segura sem tal entidade, como é o caso em um cenário peer-to-peer (P2P), ainda é uma tarefa desafiadora. Possíveis soluções para esse desafio podem ser baseadas em protocolos de moeda eletrônica, mas não sem adaptações decorrentes dos requisitos diferentes de cada cenário: por exemplo, TCGs devem permitir que usuários joguem com as suas cartas, não apenas que passem-nas adiante como ocorre com moedas eletrônicas. Neste trabalho, são apresentados e discutidos os principais requisitos de segurança para trocas de cartas TCGs e como eles se relacionam com moedas eletrônicas. Também é proposto um protocolo eficiente que permite trocas de cartas sem a necessidade de um TTP e com suporte a privacidade. A construção usa como base um protocolo seguro de moeda eletrônica e um protocolo de assinatura-P adaptado para utilizar emparelhamentos assimétricos, mais seguros que os simétricos. De acordo com os experimentos realizados, o protocolo proposto é bastante eficiente para uso na prática: são necessários apenas 5 MB para armazenar um baralho inteiro, enquanto a preparação do mesmo leva apenas alguns segundos; a verificação das cartas, por sua vez, é mais rápida que a duração comum de uma partida e pode ser executada em plano de fundo, durante a própria partida.
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Carter, Christopher. "An extensible test bed architecture and topological analysis for the scalability of hybrid-P2P massively multiplayer online games." Thesis, Liverpool John Moores University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.576549.

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Current mainstream architectural approaches to Massively Multiplayer Online Games (MMOGs) utilise Client/Server-Cluster topologies, where scalability and interaction is hampered by a reliance on hardware provisioning for scaling, whilst partitioning the game world into distinct regions is common. Recent academic research has focused upon the adoption of P2P-based solutions; whilst scalability is considered inherent in P2P architectures, the distribution of state in an efficient manner is non-trivial. The lack of prototypical implementation using real-world gaming technologies implies that existing research has failed to demonstrate the practical application of P2P-based MMOGs. This thesis addresses these issues through two themes: The first theme presented within this thesis details the implementation of a novel MMOG test-bed framework, which has been created to address the development, deployment, execution and analysis of MMOG architectures across heterogeneous machine configurations in order to facilitate the production of prototypical MMOG architectural implementations which can practically demonstrate the efficacies of the proposed architecture and provide a means of direct comparison and enable comparative appraisals against the enterprise-grade Client/Server architectures which have seen widespread utilisation within the games industry.
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Webb, Steven Daniel. "Referee-based architectures for massively multiplayer online games." Thesis, Curtin University, 2010. http://hdl.handle.net/20.500.11937/498.

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Network computer games are played amongst players on different hosts across the Internet. Massively Multiplayer Online Games (MMOG) are network games in which thousands of players participate simultaneously in each instance of the virtual world. Current commercial MMOG use a Client/Server (C/S) architecture in which the server simulates and validates the game, and notifies players about the current game state. While C/S is very popular, it has several limitations: (i) C/S has poor scalability as the server is a bandwidth and processing bottleneck; (ii) all updates must be routed through the server, reducing responsiveness; (iii) players with lower client-to-server delay than their opponents have an unfair advantage as they can respond to game events faster; and (iv) the server is a single point of failure.The Mirrored Server (MS) architecture uses multiple mirrored servers connected via a private network. MS achieves better scalability, responsiveness, fairness, and reliability than C/S; however, as updates are still routed through the mirrored servers the problems are not eliminated. P2P network game architectures allow players to exchange updates directly, maximising scalability, responsiveness, and fairness, while removing the single point of failure. However, P2P games are vulnerable to cheating. Several P2P architectures have been proposed to detect and/or prevent game cheating. Nevertheless, they only address a subset of cheating methods. Further, these solutions require costly distributed validation algorithms that increase game delay and bandwidth, and prevent players with high latency from participating.In this thesis we propose a new cheat classification that reflects the levels in which the cheats occur: game, application, protocol, or infrastructure. We also propose three network game architectures: the Referee Anti-Cheat Scheme (RACS), the Mirrored Referee Anti-Cheat Scheme (MRACS), and the Distributed Referee Anti-Cheat Scheme (DRACS); which maximise game scalability, responsiveness, and fairness, while maintaining cheat detection/prevention equal to that in C/S. Each proposed architecture utilises one or more trusted referees to validate the game simulation - similar to the server in C/S - while allowing players to exchange updates directly - similar to peers in P2P.RACS is a hybrid C/S and P2P architecture that improves C/S by using a referee in the server. RACS allows honest players to exchange updates directly between each other, with a copy sent to the referee for validation. By allowing P2P communication RACS has better responsiveness and fairness than C/S. Further, as the referee is not required to forward updates it has better bandwidth and processing scalability. The RACS protocol could be applied to any existing C/S game. Compared to P2P protocols RACS has lower delay, and allows players with high delay to participate. Like in many P2P architectures, RACS divides time into rounds. We have proposed two efficient solutions to find the optimal round length such that the total system delay is minimised.MRACS combines the RACS and MS architectures. A referee is used at each mirror to validate player updates, while allowing players to exchange updates directly. By using multiple mirrored referees the bandwidth required by each referee, and the player-to mirror delays, are reduced; improving the scalability, responsiveness and fairness of RACS, while removing its single point of failure. Direct communication MRACS improves MS in terms of its responsiveness, fairness, and scalability. To maximise responsiveness, we have defined and solved the Client-to-Mirror Assignment (CMA) problem to assign clients to mirrors such that the total delay is minimised, and no mirror is overloaded. We have proposed two sets of efficient solutions: the optimal J-SA/L-SA and the faster heuristic J-Greedy/L-Greedy to solve CMA.DRACS uses referees distributed to player hosts to minimise the publisher / developer infrastructure, and maximise responsiveness and/or fairness. To prevent colluding players cheating DRACS requires every update to be validated by multiple unaffiliated referees, providing cheat detection / prevention equal to that in C/S. We have formally defined the Referee Selection Problem (RSP) to select a set of referees from the untrusted peers such that responsiveness and/or fairness are maximised, while ensuring the probability of the majority of referees colluding is below a pre-defined threshold. We have proposed two efficient algorithms, SRS-1 and SRS-2, to solve the problem.We have evaluated the performances of RACS, MRACS, and DRACS analytically and using simulations. We have shown analytically that RACS, MRACS and DRACS have cheat detection/prevention equivalent to that in C/S. Our analysis shows that RACS has better scalability and responsiveness than C/S; and that MRACS has better scalability and responsiveness than C/S, RACS, and MS. As there is currently no publicly available traces from MMOG we have constructed artificial and realistic inputs. We have used these inputs on all simulations in this thesis to show the benefits of our proposed architectures and algorithms.
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Santos, Marcelo Anderson Batista dos. "SIMP2P : uma estratégia P2P de distribuição de texturas em mundos virtuais 3D." reponame:Repositório Institucional da UFABC, 2011.

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Liang, Yitian. "Economic design in the virtual world : the fee structure and sales mechanism in the P2P trading market in online video games." Thesis, University of British Columbia, 2017. http://hdl.handle.net/2429/62074.

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Massively multiplayer online games (MMOGs), often referred to as online video games —which enable players to interact with each other in a virtual world—generate significant and growing economic value. The predominant business model is free-to-play, in which collecting fees from in-game player-to-player (P2P) trading markets is an important way for firms to generate revenue. Surprisingly, quantitative research on the free-to-play business model in this industry is limited and, in particular, a thorough empirical investigation of the design of the P2P market is lacking. This thesis examines the fee structure, followed by an initial investigation of the sales mechanism. To understand the fee structure, we examine two commonly designs: listing fee (charged upfront) and commission (charged upon transaction). While it seems intuitive that listing fee—an entry cost—should lower the listing and transaction volumes (common industry indicators of long-run profitability) more than commission does, it is unclear which structure generates higher fee collection (short-run revenue). To answer this question, a structural model is developed to capture players’ trading behavior and applied to a popular game. The model is empirically challenging due to several industry features including a large number of long-lived players with unobserved heterogeneity. We tackle the challenge by assuming that players don't use their identities as information to form the sale probability, which is innocuous when each player’s impact on outcomes is small. We prove the existence of equilibrium, propose and implement a computationally light estimation procedure. Through counterfactuals, we find that there is a trade-off between them: listing fee (vs. commission) generates lower listing volume, similar transaction volume, and greater fee collection. We discuss the managerial implications. To better understand the sales mechanism, we compare fixed-price posting and auction. Due to data limitation (only fixed-price posting is observed), our goal is to develop a tractable auction framework (for estimation with actual auction data) and to conduct preliminary analysis. Using parameter estimates from the fixed-price posting data, our initial counterfactual shows that there is a trade-off: auction generates higher fee collection and listing volume, but lower transaction volume. We discuss the limitations and managerial implications.
Business, Sauder School of
Marketing, Division of
Graduate
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Miller, John. "Distributed virtual environment scalability and security." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.

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Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads. This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not match WoW's workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to today's consumers, regardless of its overhead. Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption. A trusted auditing system ('Carbon') is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVE's risk tolerance. Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals. Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead.
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Wedin, Tommy. "Fantasy War Game : Spelmotor i PHP." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6218.

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Fantasy War Game är en spelmotor gjort i PHP med inslag av Java. Själva striden är uppbyggd med objektorienterad programmeringsmetodik. Spelet är ett textbaserat rollspel i high fantasy-miljö. Sidan är ett interaktivt konfliktspel där spelarna kan utveckla sitt gäng, slåss mot monster eller andra spelare.

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Kisielewicz, Leandro Augusto. "Um jogo eletrônico como ferramenta complementar no ensino de PHP." Universidade Tecnológica Federal do Paraná, 2012. http://repositorio.utfpr.edu.br/jspui/handle/1/1437.

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Em diversas disciplinas que envolvem a programação de computadores, são encontradas dificuldades. Uma delas é manter o aluno motivado por atividades como resolver problemas de programação para fixar conteúdos. Considerando-se os jogos eletrônicos educacionais objetos que atraem a atenção do aluno, buscou-se associálos à sala de aula com o objetivo de testar a hipótese do trabalho, que é a de que os jogos podem promover um aumento na motivação e, assim, melhorar o interesse e engajamento dos alunos nas atividades. Para a verificação da hipótese, foi desenvolvido um jogo eletrônico educacional, capaz de avaliar automaticamente respostas dadas pelos jogadores. O jogo foi aplicado em uma disciplina de programação. Através de uma análise qualitativa a partir de respostas a um questionário de perguntas abertas e da observação do desempenho dos alunos, foi possível verificar que a utilização combinada do jogo com o método tradicionalmente usado na disciplina teve um impacto positivo, aumentando a qualidade da participação dos alunos nas tarefas de programação e exercícios propostos.
In several disciplines that involve computer programming, difficulties are found. On of them is to keep the students motivated by activities such as solving programming problems to memorize contents. Considering the educational electronic games as objects that attract the attention of the student, sought to link them to the classroom in order to test the hypothesis of this study, which is that games can promote an increase in motivation and thereby improving the students' interest and engagement in activities. To verify the hypothesis was developed an educational game, able to automatically evaluate the answers given by players. The game was implemented in a programming discipline. Through a qualitative analysis of responses from a questionnaire with open questions and observation of student performance, the study found that the combined use of the game with the method traditionally used in the discipline had a positive impact, increasing the quality of participation of students in programming tasks and exercises.
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Books on the topic "P2P games"

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Craig, Jelley, Marsh Ryan, Bolder Joe, and Ross Sam, eds. Minecraft: Guide to : PVP minigames. New York: Del Rey, 2018.

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Rahimzadeh, Auri. Hacking the PSP. New York: John Wiley & Sons, Ltd., 2006.

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Duggan, Michael. PSP game creation for teens. Boston: Course Technology, 2011.

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(Firm), BradyGames. Secret codes: PlayStation 2 and PSP. Indianapolis, Ind: BradyGames, 2006.

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Dk Publishing. Secret codes for Playstation 2 and PSP 2007. Indianapolis, Ind: DK Publishing, 2006.

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(Firm), Cheats Unlimited. Ez cheats for Playstation 3, PS2, PSOne & PSP. 2nd ed. [Hertford]: ICE Games Ltd., 2010.

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PSP Hacks: Tips & Tools for Your Mobile Gaming and Entertainment Handheld. Beijing: O'Reilly, 2006.

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Wang, Shichen. PSP wu suo bu wan!: Chao jin hua ban 2nd evolution. Taibei Shi: Qi biao chu ban gu fen you xian gong si, 2007.

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Hacking the PSP: Cool hacks, mods and customizations for the Sony PlayStation portable. Hoboken, NJ: Wiley Technology Pub., 2005.

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Bartl, Almuth. 101 pep-up games for children: Refreshing, recharging, refocusing. Alameda, CA: Hunter House, 2008.

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Book chapters on the topic "P2P games"

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Suri, Subhash, Csaba D. Tóth, and Yunhong Zhou. "Uncoordinated Load Balancing and Congestion Games in P2P Systems." In Lecture Notes in Computer Science, 123–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/978-3-540-30183-7_12.

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Moon, Kyung Seob, Vallipuram Muthukkumarasamy, and Anne Thuy-Anh Nguyen. "Efficiently Maintaining Consistency Using Tree-Based P2P Network System in Distributed Network Games." In Technologies for E-Learning and Digital Entertainment, 648–57. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11736639_79.

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Xu, Ke, Yifeng Zhong, and Huan He. "Cooperative Game-Based Pricing and Profit Distribution in P2P Markets." In Internet Resource Pricing Models, 43–65. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4614-8409-7_4.

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Whitaker, Sean. "PMP® Examination Tasks Puzzle Game." In Pass the PMP® Exam, 505–9. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2074-0_16.

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Wei, Zhang, Su Yang, and Chen Wenwu. "A Game Model of APT Attack for Distributed Network." In Advances on P2P, Parallel, Grid, Cloud and Internet Computing, 224–34. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-69835-9_21.

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Jaworowicz-Zimny, Aleksandra. "3. The Witcher Novels and Games-inspired Tourism in Poland." In Contents Tourism and Pop Culture Fandom, edited by Takayoshi Yamamura and Philip Seaton, 46–61. Bristol, Blue Ridge Summit: Multilingual Matters, 2020. http://dx.doi.org/10.21832/9781845417239-007.

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Koloniari, Georgia, and Angelo Sifaleras. "Game-Theoretic Approaches in Cloud and P2P Networks: Issues and Challenges." In Operational Research in the Digital Era – ICT Challenges, 11–22. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95666-4_2.

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Rguibi, Mohamed Amine, and Najem Moussa. "A Vaccination Game for Mitigation Active Worms Propagation in P2P Networks." In Networked Systems, 267–74. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-31277-0_17.

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Wu, Weijie, John C. S. Lui, and Richard T. B. Ma. "Incentivizing Upload Capacity in P2P-VoD Systems: A Game Theoretic Analysis." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 337–52. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30373-9_24.

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Stamenković, Dušan. "The stylistic journey of a video game." In Stylistic Approaches to Pop Culture, 227–46. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003147718-11.

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Conference papers on the topic "P2P games"

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Han, Haochen, and Yu Sun. "A Cryptographically Secured Real-Time Peer-to-Peer Multiplayer Framework For Browser WebRTC." In 8th International Conference on Signal, Image Processing and Embedded Systems (SIGEM 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.122010.

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P2P(peer-to-peer) multiplayer protocols, such as lockstep and rollback net-code, have historically been the cheaper, direct alternative to the Client-Server model. Recent advances in WebRTC technology raise interesting prospects for independent developers to build serverless, P2P multiplayer games on the browser. P2P has several advantages over the Client-Server model in multiplayer games, such as reduced latency, significantly cheaper servers that only handle handshakes, etc. However, as the browser environment does not allow for third-party anti-cheat software, having a secure protocol that catches potential cheaters is crucial. Furthermore, traditional P2P protocols, such as deterministic lockstep, are unusable in the browser environment because different players could be running the game on different browser engines. This paper introduces a framework called Peercraft for P2P WebRTC games with both security and synchronization. We propose two P2P cheat-proofing protocols, Random Authority Shuffle and Speculation-Based State Verification. Both are built on known secure cryptographic primitives. We also propose a time-based synchronization protocol that does not require determinism, Resynchronizing-at-Root, which tolerates desynchronizations due to browser instability while fixing the entire desynchronization chain with only one re-simulation call, greatly improving the browser game’s performance.
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Yeh, Chun-Chao. "Secure and Verifiable P2P Card Games." In 2008 IEEE/IFIP International Conference on Embedded and Ubiquitous Computing (EUC). IEEE, 2008. http://dx.doi.org/10.1109/euc.2008.165.

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Saukh, Olga, Franz Papst, and Sergii Saukh. "Synchronization Games in P2P Energy Trading." In 2018 IEEE International Conference on Communications, Control, and Computing Technologies for Smart Grids (SmartGridComm). IEEE, 2018. http://dx.doi.org/10.1109/smartgridcomm.2018.8587421.

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Leal, Rodrigo R., Marcos A. Simplicio Jr, Mateus A. S. Santos, Marco A. L. Gomes, and Walter A. Goya. "Cheating detection in P2P online trading card games." In Simpósio Brasileiro de Segurança da Informação e de Sistemas Computacionais. Sociedade Brasileira de Computação - SBC, 2013. http://dx.doi.org/10.5753/sbseg.2013.19544.

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We present FairShuffle, a solution that allows players participating in Trading Card Game (TCG) match to detect cheating attempts right when they occur, and without the intervention of trusted third party (TTP). The protocol relies basically on commitment protocols built using hash functions, thus displaying a reduced computational cost. In addition, it displays many appealing characteristics, such as: support to multiple players; tolerance to players' dropouts during a match; resistance to collusion among any number of players. As such, FairShuffle is well-adapted for securing TCG games played in a peer-to-peer (P2P) environment.
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Chen, Yan, Beibei Wang, W. Sabrina Lin, Yongle Wu, and K. J. Ray Liu. "Evolutionary games for cooperative P2P video streaming." In 2010 17th IEEE International Conference on Image Processing (ICIP 2010). IEEE, 2010. http://dx.doi.org/10.1109/icip.2010.5650887.

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"TRUST MANAGEMENT WITHOUT REPUTATION IN P2P GAMES." In International Conference on Security and Cryptography. SciTePress - Science and and Technology Publications, 2006. http://dx.doi.org/10.5220/0002104901260134.

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Tanvir Ahmed, Dewan, and Shervin Shirmohammadi. "A fault tolerance procedure for P2P online games." In 2010 10th International Conference on Information Sciences, Signal Processing and their Applications (ISSPA). IEEE, 2010. http://dx.doi.org/10.1109/isspa.2010.5605426.

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Buyukkaya, Eliya, Maha Abdallah, and Romain Cavagna. "VoroGame: A Hybrid P2P Architecture for Massively Multiplayer Games." In 2009 6th IEEE Consumer Communications and Networking Conference (CCNC). IEEE, 2009. http://dx.doi.org/10.1109/ccnc.2009.4784788.

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Genovali, Luca, and Laura Ricci. "AOI-Cast Strategies for P2P Massively Multiplayer Online Games." In 2009 6th IEEE Consumer Communications and Networking Conference (CCNC). IEEE, 2009. http://dx.doi.org/10.1109/ccnc.2009.4784975.

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Miller, John L., and Jon Crowcroft. "The near-term feasibility of P2P MMOG's." In 2010 9th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 2010. http://dx.doi.org/10.1109/netgames.2010.5679578.

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Reports on the topic "P2P games"

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Krishnamurthy, Ranjani, Gayathri Sarangan, Abhilaasha Nagarajan, Reeba Devaraj, Rajesh Ramamoorthy, Blessy Oviya, and Nandini Natarajan. Gender and Social Inclusion Across the Sanitation Chain in Tamil Nadu – Assessment and Strategy. Indian Institute for Human Settlements, 2019. http://dx.doi.org/10.24943/gsiatnas10.2019.

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The Government of Tamil Nadu (GoTN) has prioritised the full sanitation chain, including the strengthening of septage management as an economical and sustainable complement to networkbased sewerage systems. The Bill and Melinda Gates Foundation (BMGF) is supporting the GoTN to achieve the Sanitation Mission of Tamil Nadu through the Tamil Nadu Urban Sanitation Support Programme (TNUSSP). TNUSSP Phase I (2015-2018) was designed to support GoTN and selected cities in making improvements along the entire urban sanitation chain. In the second phase (2018– 2020), TNUSSP seeks to go one step further and integrate a gender and social inclusion (GSI) perspective within its interventions at two sites – the city of Tiruchirappalli (Trichy), and the two town panchayats (TPs) of Periyanaicken-Palayam (PNP) and Narasimhanaicken-Palayam (NNP) in Coimbatore district – along the urban sanitation cycle and in its support provided at the State level.
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Provisioning of Health Camps for Sanitation Workers. Indian Institute for Human Settlements, 2021. http://dx.doi.org/10.24943/tnusspphcsw0601.2021.

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The Tamil Nadu Urban Sanitation Support Programme (TNUSSP) has been supporting the Government of Tamil Nadu (GoTN) in achieving total sanitation in the state, and are demonstrating innovations in two model urban locations – Tiruchirappali Corporation, and Periyanaicken-palayam (PNP) and Narasimhanaicken-palayam (NNP) town panchayats. The Bill and Melinda Gates Foundation (BMGF) is supporting the GoTN through TNUSSP
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