@inproceedings {Simula.simula.752,
	title = {A Demonstration of a Lockless, Relaxed Atomicity State Parallel Game Server (LEARS)},
	journal = {Workshop on Network and Systems Support for Games (NetGames 2011)},
	year = {2011},
	pages = {1-3},
	publisher = {IEEE / ACM},
	type = {Workshop},
	abstract = {Games where thousands of players can interact concurrently pose many challenges with regards to the massive parallelism. Earlier work within the field suggests that this is difficult due to synchronization issues. In this paper, we present an implementation of a game server architecture based on a model that allows for massive parallelism. The system is evaluated using traces from live game sessions that has been scaled up to generate massive workloads. We measure the differences in server response time for all objects that need timely updates. We also measure how the response time for the multithreaded implementation varies with the number of threads used. Our results show that the case of implementing a game-server can actually be highly parallel problem.},
	isbn = {978-1-4577-1932-5},
	author = {Raaen, Kjetil and Espeland, H{\r a}vard and H{\r a}kon Kvale {Stensland} and Petlund, Andreas and Halvorsen, P{\r a}l and Griwodz, Carsten},
	editor = {Shirmohammadi, Shervin}
}
