@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 {Griwodz.2006.1,
	title = {The Fun of Using TCP for an MMORPG},
	journal = {Network and Operating System Support for Digital Audio and Video (NOSSDAV 2006)},
	year = {2006},
	note = {received the best paper award},
	month = {May},
	pages = {1-7},
	publisher = {ACM Press},
	type = {Annual},
	abstract = {Massive multi-player online games have become a popular, fast growing, multi-million industry with a very high user mass supporting hundreds or thousands of concurrent players. In many cases, these games are centralized and every player communicates with the central server through a time-critical unicast event stream. Funcom{\textquoteright}s Anarchy Online is one of these; it is based on TCP. We find that its kind of traffic has some interesting properties that inspire changes to protocol or architecture. In these game streams, using TCP is not TCP-friendly, using TCP does not have to be slower than using UDP, and only repeated timeouts ruin game experience. Improving the latter in the sender implementation does not impose any remarkable penalty on the network. Alternatively, a proxy architecture for multiplexing could save about 40\% resources at the server, allow congestion control to work and also reduce the lag of the game.},
	isbn = {1-59593-285-2},
	author = {Griwodz, Carsten and Halvorsen, P{\r a}l},
	editor = {Brian Neil {Levine} and Claypool, Mark}
}
