Bibliography

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2011
68Ruck Thawonmas, Keisuke Yoshida, Jing-Kai Lou, Kuan-Ta Chen
Analysis of Revisitations in Online Games
Entertainment Computing, 2011.
67 Anders Drachen, Alessandro Canossa
Evaluating Motion: Spatial User Behavior in Virtual Environments
International Journal of Arts and Technology, 4(3): 1--21, 2011.
66Shun-Yun Hu, Kuan-Ta Chen
VSO: Self-Organizing Spatial Publish Subscribe
In 5th IEEE International Conference on Self-Adaptive and Self-Organizing Systems, SASO 2011, Ann Arbor, MI, USA, 2011.
65 A. Canossa, A. Drachen, J.R. Moller Sorenson
Arrrgghh!!! - Blending Quatitative and Qualitative Methods to Detect Player Frustration
In 6ht international Conf. on the Foundation of Digital Games, 2011.
64Sam Moffatt, Akshay Dua, Wu-chang Feng
SpotCheck: An efficient defense against information exposure cheats.
In NETGAMES'11, 2011.
63Elie Bursztein, Mike Hamburg, Jocelyn Lagarenne, Dan Boneh
OpenConflict: Preventing Real Time Map Hacks in Online Games
In Proc. of IEEE Security and Privacy, 2011.
62 I. Stupar M. Suznjevic, M. Matijasevic
MMORPG Player Behavior Model based on Player Action Categories
In Proceedings of the 10th Workshop on Network and Systems Support for Games (NetGames),Ottawa, Canada, 2011.
61 Colin DeLong, Nishith Pathak, Kendrick Erickson, Eric Perrino, Kyong Shim, Jaideep Srivastava
TeamSkill: modeling team chemistry in online multi-player games
In Proceedings of the 15th Pacific-Asia conference on Advances in knowledge discovery and data mining - Volume Part II, 2011.
60 Ho-Chul Kim, Oje Kwon, Ki-Joune Li
Spatial and spatiotemporal analysis of soccer
In Proceedings of the 19th ACM SIGSPATIAL International Conference on Advances in Geographic Information Systems, 2011.
59 Tuan Cao, Marcos Vaz Salles, Benjamin Sowell, Yao Yue, Alan Demers, Johannes Gehrke, Walker White
Fast checkpoint recovery algorithms for frequently consistent applications
In Proceedings of the 2011 international conference on Management of data, 2011.
58 K.T. Chen, C.C. Wu, Y.C. Chang, C.L. Lei
Quantifying QoS requirements of network services: a cheat-proof framework
In Proceedings of the second annual ACM conference on Multimedia systems, 2011.
57 Y.T. Lee, K.T. Chen, Y.M. Cheng, C.L. Lei
World of warcraft avatar history dataset
In Proceedings of the second annual ACM conference on Multimedia systems, 2011.
56 A Gagne, Magy Seif El-Nasr, C Shaw
A Deeper Look at the use of Telemetry for Analysis of Player Behavior in RTS Games.
journalInternational Conference on Entertainment Computing ICEC, 2011
2010
55 G. Wang, M.V. Salles, B. Sowell, X. Wang, T. Cao, A. Demers, J. Gehrke, W. White
Behavioral simulations in MapReduce
Proceedings of the VLDB Endowment, 3(1-2): 952--963, 2010.
54 H.K. Pao, K.T. Chen, H.C. Chang
Game Bot Detection via Avatar Trajectory Analysis
Computational Intelligence and AI in Games, IEEE Transactions on, 2(3): 162--175, 2010.
53 John L. Miller, Jon Crowcroft
Group movement in World of Warcraft Battlegrounds
Int. J. Adv. Media Commun., 4: 387--404, 2010.
52 Mirko Suznjevic, Maja Matijasevic
Why MMORPG players do what they do\&\#58; relating motivations to action categories
Int. J. Adv. Media Commun., 4: 405--424, 2010.
51 C. Thurau, C. Bauckhage
Analyzing the Evolution of Social Groups in World of Warcraft
In Computational Intelligence and Games (CIG), 2010 IEEE Symposium on, 2010.
50Yeng-Ting Lee, Kuan-Ta Chen
Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft
In Proceedings of IEEE CLOUD 2010, 2010.
49 Jehn-Ruey Jiang, Ching-Chuan Huang, Chung-Hsien Tsai
Avatar Path Clustering in Networked Virtual Environments
In Proceedings of the 2010 IEEE 16th International Conference on Parallel and Distributed Systems, 2010.
48 Kyong Jin Shim, Jaideep Srivastava
Sequence Alignment Based Analysis of Player Behavior in Massively Multiplayer Online Role-Playing Games (MMORPGs)
In Proceedings of the 2010 IEEE International Conference on Data Mining Workshops, 2010.
47 K. J. Shim
Team Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs)
In Proceedings of the IEEE Social Computing (SocialCom-10). Minneapolis, Minnesota, USA, 2010.
2009
46Marcos Antonio Vaz Salles, Tuan Cao, Benjamin Sowell, Alan J. Demers, Johannes Gehrke, Christoph Koch, Walker M. White
An Evaluation of Checkpoint Recovery for Massively Multiplayer Online Games
PVLDB, 2(1): 1258-1269, 2009.
45 K.T. Chen, P. Huang, C.L. Lei
Effect of network quality on player departure behavior in online games
IEEE Transactions on Parallel and Distributed Systems, 20(5): 593--606, 2009.
44 Mirko Suznjevic, Ognjen Dobrijevic, Maja Matijasevic
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications, 45: 191-214, 2009.
43 S. Mitterhofer, C. Platzer, C. Kruegel, E. Kirda
Server-side bot detection in massively multiplayer online games
Security and Privacy, IEEE, 7(3): 29--36, 2009.
42 A. Drachen, A. Canossa, G.N. Yannakakis
Player modeling using self-organization in tomb raider: underworld
In Computational Intelligence and Games, 2009. CIG 2009. IEEE Symposium on, 2009.
41 N. Gupta, A. Demers, J. Gehrke, P. Unterbrunner, W. White
Scalability for virtual worlds
In Data Engineering, 2009. ICDE'09. IEEE 25th International Conference on, 2009.
40 C. Thurau, K. Kersting, C. Bauckhage
Convex non-negative matrix factorization in the wild
In Data Mining, 2009. ICDM'09. Ninth IEEE International Conference on, 2009.
39 O. Missura, T. Gärtner
Player Modeling for Intelligent Difficulty Adjustment
In Discovery Science, 2009.
38 Jens Dittrich, Lukas Blunschi, Marcos Antonio Vaz Salles
Indexing Moving Objects Using Short-Lived Throwaway Indexes
In Proceedings of the 11th International Symposium on Advances in Spatial and Temporal Databases, 2009.
37 Anders Drachen, Alessandro Canossa
Analyzing spatial user behavior in computer games using geographic information systems
In Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009.
36 Ben G. Weber, Michael Mateas
A data mining approach to strategy prediction
In Proceedings of the 5th international conference on Computational Intelligence and Games, 2009.
35 John L. Miller, Jon Crowcroft
Avatar movement in World of Warcraft battlegrounds
In Proceedings of the 8th Annual Workshop on Network and Systems Support for Games, 2009.
2008
34 R.V. Yampolskiy, V. Govindaraju
Embedded noninteractive continuous bot detection
Computers in Entertainment (CIE), 5(4): 1--11, 2008.
33 Ruck Thawonmas, Keita Iizuka
Visualization of online-game players based on their action behaviors
Int. J. Comput. Games Technol., 2008: 5:1--5:9, 2008.
32 Pierre Dangauthier, Ralf Herbrich, Tom Minka, Thore Graepel
TrueSkill Through Time: Revisiting the History of Chess
In Advances in Neural Information Processing Systems 20 (NIPS), 2008.
31 K.T. Chen, A. Liao, H.K. Pao, H.H. Chu
Game bot detection based on avatar trajectory
In Entertainment Computing-ICEC 2008, 2008.
30 Walker White, Benjamin Sowell, Johannes Gehrke, Alan Demers
Declarative processing for computer games
In Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, 2008.
29 Ruck Thawonmas, Yoshitaka Kashifuji, Kuan-Ta Chen
Detection of MMORPG bots based on behavior analysis
In Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, 2008.
28 P.Y. Tarng, K.T. Chen, P. Huang
An analysis of WoW players' game hours
In Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, 2008.
27 K.T. Chen, H.K.K. Pao, H.C. Chang
Game bot identification based on manifold learning
In Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, 2008.
26 P.B. Beskow, K.H. Vik, P. Halvorsen, C. Griwodz
Latency reduction by dynamic core selection and partial migration of game state
In Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, 2008.
25 W. Feng, E. Kaiser, T. Schluessler
Stealth measurements for cheat detection in on-line games
In Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, 2008.
24 Jun H. Kim, Daniel V. Gunn, Eric Schuh, Bruce Phillips, Randy J. Pagulayan, Dennis Wixon
Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems
In Proceedings of the twenty-sixth annual SIGCHI conference on Human factors in computing systems, 2008.
2007
23 N.E. Baughman, M. Liberatore, B.N. Levine
Cheat-proof playout for centralized and peer-to-peer gaming
Networking, IEEE/ACM Transactions on, 15(1): 1--13, 2007.
22Walker M. White, Christoph Koch, Nitin Gupta 0003, Johannes Gehrke, Alan J. Demers
Database research opportunities in computer games
SIGMOD Record, 36(3): 7-13, 2007.
21Ruck Thawonmas, Masayoshi Kurashige, Kuan-Ta Chen
Detection of Landmarks for Clustering of Online-Game Players
The International Journal of Virtual Reality, 6: 11--16, 2007.
20Nathan R. Sturtevant
Memory-Efficient Abstractions for Pathfinding
In Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), 2007.
19 T. Schluessler, S. Goglin, E. Johnson
Is a bot at the controls?: Detecting input data attacks
In Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, 2007.
18 S. Harcsik, A. Petlund, C. Griwodz, P. Halvorsen
Latency evaluation of networking mechanisms for game traffic
In Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, 2007.
17 Kuan-Ta Chen, Li-Wen Hong
User identification based on game-play activity patterns
In Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, 2007.
2006
16Jens Müller, Andreas Gössling, Sergei Gorlatch
On correctness of scalable multi-server state replication in online games
In Network and System Support for Games (NETGAMES'06), 2006.
15 S.F. Yeung, J.C.S. Lui, J. Yan
Detecting cheaters for multiplayer games: theory, design and implementation
In Proceedings of 3rd IEEE Consumer Communications and Networking Conference, 2006.
14 C. M\önch, G. Grimen, R. Midtstraum
Protecting online games against cheating
In Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games, 2006.
13 K.T. Chen, J.W. Jiang, P. Huang, H.H. Chu, C.L. Lei, W.C. Chen
Identifying MMORPG bots: A traffic analysis approach
In Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, 2006.
2005
12 H Kim, S W Hong, J Kim
Detection of auto programs for MMORPGs
In AI 2005 Advances in Artificial Intelligence, 2005.
11Christian Thurau, Tobias Paczian, Christian Bauckhage
Is Bayesian Imitation Learning the Route to Believable Gamebots?
In In: Proc. GAME-ON North America. (2005), 2005.
10 J. Yan, B. Randell
A systematic classification of cheating in online games
In Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games, 2005.
9 Nathan Sturtevant, Michael Buro
Partial pathfinding using map abstraction and refinement
In Proceedings of the 20th national conference on Artificial intelligence, 2005.
8 D. Charles, A. Kerr, M. McNeill, M. McAlister, M. Black, J. Kcklich, A. Moore, K. Stringer
Player-centred game design: Player modelling and adaptive digital games
In Proceedings of the Digital Games Research Conference, 2005.
7 K.T. Chen, P. Huang, C.Y. Huang, C.L. Lei
Game traffic analysis: an MMORPG perspective
In Proceedings of the international workshop on Network and operating systems support for digital audio and video, 2005.
2004
6 C. Thurau, C. Bauckhage, G. Sagerer
Learning human-like movement behavior for computer games
In From animals to animats 8: proceedings of the seventh ie eighth International Conference on Simulation of Adaptive Behavior, 2004.
5Yoshitaka Matsumoto, Ruck Thawonmas
MMOG Player Classification Using Hidden Markov Models
In ICEC, 2004.
4Nate Hoobler, Greg Humphreys, Maneesh Agrawala
Visualizing Competitive Behaviors in Multi-User Virtual Environments
In In Proc. Viz’04, 2004.
2003
3 M. Matskin
Scalable agent-based simulation of players in massively multiplayer online games
In Eighth Scandinavian Conference on Artificial Intelligence: SCAI, 2003.
2 C. Hsu, J. Ling, Q. Li, C.C.J. Kuo
The design of multiplayer online video game systems
In Multimedia Systems and Applications VI. Edited by Tescher, Andrew G.; Vasudev, Bhaskaran; Bove, V. Michael, Jr.; Divakaran, Ajay. Proceedings of the SPIE, 2003.
2002
1Jouni Smed, Timo Kaukoranta, Harri Hakonen
A Review on Networking and Multiplayer Computer Games
In IN MULTIPLAYER COMPUTER GAMES, PROC. INT. CONF. ON APPLICATION AND DEVELOPMENT OF COMPUTER GAMES IN THE 21ST CENTURY, 2002.
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