@inproceedings {Palant.2006.2,
	title = {Consistency Requirements in Multiplayer Online Games},
	journal = {Network \& System Support for Games (NetGames 2006)},
	year = {2006},
	month = {October},
	pages = {1-4},
	publisher = {ACM Press},
	type = {Workshop},
	abstract = {Multi-player online games are becoming increasingly popular as broadband internet connections replace the old modems. However, while available bandwidth grows steadily according to Moore{\textquoteright}s law, the latency of the internet connections remains almost constant, making it difficult to maintain a consistent game state over a large number of clients that have to be synchronized with each other and with the server(s). This paper introduces a possible solution to the problem by defining the necessary level of consistency through user{\textquoteright}s perception of the game. While the resulting set of requirements is somewhat difficult to formalize, it is not too restrictive and leaves many options open, some of which are discussed here. Ideally a game where all the requirements are met will appear like a local game to the user.},
	isbn = {1-59593-589-4},
	author = {Palant, Wladimir and Griwodz, Carsten and Halvorsen, P{\r a}l},
	editor = {Adrian David {Cheok} and Ishibashi, Yutaka and Natkin, Stephane and Yasumoto, Keiichi}
}
@inproceedings {Palant.2006.1,
	title = {Evaluating Dead Reckoning Variations With a Multi-Player Game Simulator},
	journal = {Network and Operating System Support for Digital Audio and Video (NOSSDAV 2006)},
	year = {2006},
	pages = {20-25},
	publisher = {ACM Press},
	type = {Annual},
	abstract = {One of the most difficult tasks when creating an online multi-player game is to provide the players with a consistent view of the virtual world despite the network delays. Most current games use prediction algorithms to achieve this, but usually it does not go beyond applying the DIS dead reckoning algorithm proposed in the mid-90s. In this paper we introduce a simulator called GLS that allows us to evaluate different aspects of DIS and its variations. We examine the impact of prediction and clock synchronization on game consistency. We also evaluate the convergence algorithm we introduce here. Furthermore we look into ways for compensating increasing delays to keep the player{\textquoteright}s view of the game state sufficiently consistent with other players.},
	isbn = {1-59593-285-2},
	author = {Palant, Wladimir and Griwodz, Carsten and Halvorsen, P{\r a}l},
	editor = {Brian Neil {Levine} and Claypool, Mark}
}
@inproceedings {Palant.2006.3,
	title = {GLS: Simulator for Online Multi-Player Games},
	journal = {ACM Multimedia (MM 2006)},
	year = {2006},
	month = {October},
	pages = {805-806},
	publisher = {ACM Press},
	type = {Conference},
	abstract = {One of the most difficult tasks when creating an online multi-player game is to provide the players with a consistent view of the virtual world despite the network delays. Most current games use prediction algorithms to achieve this, however measuring the effect of different approaches is difficult. To solve this problem we introduce a simulator called GLS that gives us a fully controlled environment and allows large-scale experiments to evaluate different aspects of the algorithms.},
	isbn = {1-59593-498-7},
	author = {Palant, Wladimir and Griwodz, Carsten and Halvorsen, P{\r a}l},
	editor = {Mase, Kenji}
}
