{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2024,10,22]],"date-time":"2024-10-22T19:24:23Z","timestamp":1729625063667,"version":"3.28.0"},"reference-count":19,"publisher":"IEEE","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"DOI":"10.1109\/infcom.2005.1498481","type":"proceedings-article","created":{"date-parts":[[2005,8,24]],"date-time":"2005-08-24T10:00:58Z","timestamp":1124877658000},"page":"2044-2055","source":"Crossref","is-referenced-by-count":7,"title":["GSM: a game scalability model for multiplayer real-time games"],"prefix":"10.1109","volume":"3","author":[{"given":"J.","family":"Muller","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"S.","family":"Gorlatch","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"263","reference":[{"doi-asserted-by":"publisher","key":"19","DOI":"10.1088\/0967-1846\/5\/3\/002"},{"doi-asserted-by":"publisher","key":"17","DOI":"10.1145\/179606.179627"},{"doi-asserted-by":"publisher","key":"18","DOI":"10.1109\/INFCOM.2004.1354485"},{"key":"15","article-title":"How to hurt the hackers: The scoop on internet cheating and how you can combat it","author":"pritchard","year":"2000","journal-title":"Game Developer"},{"key":"16","article-title":"A generic proxy system for networked computer games","author":"fischer","year":"2002","journal-title":"NetGames 2002 Proceedings"},{"doi-asserted-by":"publisher","key":"13","DOI":"10.1109\/IPDPS.2004.1303003"},{"key":"14","article-title":"Latency compensating methods in client\/server in-game protocol design and optimization","author":"bernier","year":"2001","journal-title":"Proceedings of Game Developers Conference'01"},{"doi-asserted-by":"publisher","key":"11","DOI":"10.1145\/566500.566512"},{"doi-asserted-by":"publisher","key":"12","DOI":"10.1109\/ISPASS.2001.990690"},{"year":"2001","journal-title":"Operation Flashpoint","key":"3"},{"year":"1999","journal-title":"Counters","key":"2"},{"key":"1","first-page":"60","article-title":"A scalable architecture for supporting interactive games on the internet","author":"cai","year":"2002","journal-title":"Proceedings of the 16th Workshop on Parallel and Distributed Simulation"},{"key":"10","article-title":"1500 archers on a 28.8: Network programming in age of empires and beyond","author":"bettner","year":"2001","journal-title":"Game Developer Conference Proceedings"},{"doi-asserted-by":"publisher","key":"7","DOI":"10.1145\/963900.963905"},{"key":"6","doi-asserted-by":"crossref","first-page":"606","DOI":"10.1007\/978-3-540-27866-5_79","article-title":"A proxy server-network for real-time computer games","volume":"3149","author":"mu?ller","year":"2004","journal-title":"Lecture Notes in Computer Science"},{"year":"1997","journal-title":"Age-of-Empires","key":"5"},{"year":"2002","journal-title":"Battlefield 1942","key":"4"},{"year":"1999","author":"sweeney","journal-title":"Unreal networking architecture","key":"9"},{"doi-asserted-by":"publisher","key":"8","DOI":"10.1108\/02640470210424392"}],"event":{"name":"Proceedings IEEE 24th Annual Joint Conference of the IEEE Computer and Communications Societies.","location":"Miami, FL, USA"},"container-title":["Proceedings IEEE 24th Annual Joint Conference of the IEEE Computer and Communications Societies."],"original-title":[],"link":[{"URL":"http:\/\/xplorestaging.ieee.org\/ielx5\/9990\/32101\/01498481.pdf?arnumber=1498481","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2017,6,16]],"date-time":"2017-06-16T18:47:43Z","timestamp":1497638863000},"score":1,"resource":{"primary":{"URL":"http:\/\/ieeexplore.ieee.org\/document\/1498481\/"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[null]]},"references-count":19,"URL":"https:\/\/doi.org\/10.1109\/infcom.2005.1498481","relation":{},"subject":[]}}