Dynamic server allocation in a real-life deployable communications architecture for networked games.
Peter QuaxJeroen DierckxBart CornelissenGert VansichemWim LamottePublished in: NETGAMES (2008)
Keyphrases
- real life
- database
- real time
- dynamic environments
- video games
- resource allocation
- management system
- continuous media
- web server
- client server
- multimedia
- client server architecture
- client server databases
- cyber physical systems
- command and control
- storage devices
- network bandwidth
- game playing
- communication systems
- communication networks
- neural network
- game theory
- software architecture