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Game client
A game client is a piece of software that connects to a game server. The server provides the connections and sends pages of information back to the…
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3 relations
Ace of Spades
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Video game development
Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
2015
2015
Prediction of online game performance degradation under network impairments
C.-Y. Chiang
,
A. Cichocki
,
S. Erramilli
,
K. McInerney
,
D. Shur
,
S. Loeb
Consumer Communications and Networking Conference
2015
Corpus ID: 7985516
It is known that network impairments cause degradation in the online playing experience. Awareness of this degradation can enable…
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2014
2014
An integrated environment and development framework for social gaming using mobile devices, digital TV and Internet
Marija Punt
,
M. Bjelica
,
V. Zdravkovic
,
N. Teslic
Multimedia tools and applications
2014
Corpus ID: 16650342
The amount of digital multimedia devices in a modern day household capable of connecting to the Internet has increased…
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2012
2012
Evaluation of a development framework for a mobile gaming platform with financial transfers
R. Hable
,
E. Platzer
Proceedings of the 35th International Convention…
2012
Corpus ID: 6368013
Mobile gaming is a research field of growing interest due to increasing usage numbers and revenue rates. The increases are mostly…
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Highly Cited
2011
Highly Cited
2011
Understanding the performance of thin-client gaming
Yu-Chun Chang
,
P. Tseng
,
Kuan-Ta Chen
,
C. Lei
IEEE International Workshop Technical Committee…
2011
Corpus ID: 670081
The thin-client model is considered a good fit for online gaming. As modern games normally require tremendous computing and…
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2011
2011
Server-side verification of client behavior in online games
D. Bethea
,
Robert A. Cochran
,
M. Reiter
TSEC
2011
Corpus ID: 188945
Online gaming is a lucrative and growing industry but one that is slowed by cheating that compromises the gaming experience and…
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2009
2009
Fides: remote anomaly-based cheat detection using client emulation
Edward C. Kaiser
,
Wu-chang Feng
,
Travis Schluessler
Conference on Computer and Communications…
2009
Corpus ID: 16930414
As a result of physically owning the client machine, cheaters in online games currently have the upper-hand when it comes to…
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2008
2008
Over-estimation of game server RTT during FPS server discovery
G. Armitage
2008
Corpus ID: 755479
Online multiplayer first person shooter (FPS) games typically utilise a client-server architecture, and use a two-step process to…
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Highly Cited
2007
Highly Cited
2007
Combining Web, Mobile Phones and Public Displays in Large-Scale: Manhattan Story Mashup
V. Tuulos
,
J. Scheible
,
Heli Nyholm
International Conference on Pervasive Computing
2007
Corpus ID: 8228559
We present a large-scale pervasive game called Manhattan Story Mashup that combines the Web, camera phones, and a large public…
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2006
2006
Measuring a Wolfenstein enemy territory master server’s response to game client queries
G. Armitage
,
C. Javier
,
S. Zander
2006
Corpus ID: 58198298
The game discovery process of many network games involves game clients querying one or more master servers who hold a list of all…
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2006
2006
Post-game estimation of game client RTT and hop count distributions
G. Armitage
,
C. Javier
,
S. Zander
Network and System Support for Games
2006
Corpus ID: 14135438
In first person shooter (FPS) games the round trip time (RTT) between a client and server influences player decisions on which…
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