Bibliography
From Matthias_Schubert
2011 | |
68 | Ruck 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. |
66 | Shun-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. |
64 | Sam Moffatt, Akshay Dua, Wu-chang Feng SpotCheck: An efficient defense against information exposure cheats. In NETGAMES'11, 2011. |
63 | Elie 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. |
50 | Yeng-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 | |
46 | Marcos 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. |
22 | Walker 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. |
21 | Ruck 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. |
20 | Nathan 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 | |
16 | Jens 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. |
11 | Christian 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. |
5 | Yoshitaka Matsumoto, Ruck Thawonmas MMOG Player Classification Using Hidden Markov Models In ICEC, 2004. |
4 | Nate 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 | |
1 | Jouni 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. |