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[1] L. Shengmei, X. Xiaokun e M. Claypool, «A survey and taxonomy of latency compensation techniques for network computer games,» ACM Computing Surveys (CSUR), pp. 1-34, 2022.
[2] S. Aggarwal, H. Banavar, A. Khandelwal, S. Mukherjee e S. Rangarajan, «Accuracy in dead-reckoning based distributed multi-player games,» in Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, 2004.
[3] M. Mauve, “Consistency in replicated continuous interactive media,” in Proceedings of the 2000 ACM Conference on Computer Supported Cooperative Work, Philadelphia, Pennsylvania, USA, 2000.
[4] C. Savery, T. C. N. Graham and C. Gutwin, “The human factors of consistency maintenance in multiplayer computer games,” in Proceedings of the 2010 ACM International Conference on Supporting Group Work, Sanibel Island, Florida, USA, 2010.
[5] J. Xu e B. W. Wah, «Concealing network delays in delay-sensitive online interactive games based on just-noticeable differences,» in 2013 IEEE International Conference on Multimedia and Expo (ICME), Sanibel Island, Florida, USA, 2013.
[6] D. Boustead e P. Liang, «Using local lag and timewarp to improve performance for real life multi-player online games,» in Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games, Singapore, 2006.
[7] J. Sun e M. Claypool, «Evaluating streaming and latency compensation in a cloud-based game,» in Proceedings of the 15th IARIA Advanced International Conference on Telecommunications (AICT), 2019.
[8] D. P. Kingma e J. Ba, «Adam: A Method for Stochastic Optimization,» in 3rd International Conference for Learning Representations, San Diego, 2015.
[9] Technical Specification: AI Framework (MPAI-AIF) V2.0.
[10] The MPAI Statutes.
[11] The MPAI Patent Policy.
[12] Technical Specification; Governance of the MPAI Ecosystem (MPAI-GME) V1.1.

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