Navid Aghdaie

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Most of the existing fault tolerance schemes for Web servers detect server failure and route future client requests to backup servers. These techniques typically do not provide transparent handling of requests whose processing was in progress when the failure occurred. Thus, the system may fail to provide the user with confirmation for a requested(More)
Most of the techniques used for increasing the availability of web services do not provide fault tolerance for requests being processed at the time of server failure. Other schemes require deterministic servers or changes to the web client. These limitations are unacceptable for many current and future applications of the Web. We have developed an efficient(More)
The Web is increasingly used for critical applications and services. We present a client-transparent mechanism, called CoRAL, that provides high reliability and availability for Web service. CoRAL provides fault tolerance even for requests being processed at the time of server failure. The scheme does not require deterministic servers and can thus handle(More)
As video conferencing plays an increasingly critical role in many business environments, there is a need to ensure highly reliable operation of the conferencing infrastructure. We present a scheme for adding fault tolerance to an existing video conferencing server. The scheme is client-transparent so that it can be used by the installed base of clients.(More)
The digital game industry has recently adopted recommendation systems to provide suitable game and content choices to players. Recommendations in digital games have several unique applications and challenges compared to other well known recommendation system such as those for movies and books. Designers must adopt different architectures and algorithms to(More)
Dynamic difficulty adjustment (DDA) is a technique for adaptively changing a game to make it easier or harder. A common paradigm to achieve DDA is through heuristic prediction and intervention, adjusting game difficulty once undesirable player states (e.g., boredom or frustration) are observed. Without quantitative objectives, it is impossible to optimize(More)
Matchmaking connects multiple players to participate in online player-versus-player games. Current matchmaking systems depend on a single core strategy: create fair games at all times. These systems pair similarly skilled players on the assumption that a fair game is best player experience. We will demonstrate, however, that this intuitive assumption(More)
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