No class after October 25th. Hand in final 5 page (or longer) document on Monday, November 26th by midnight. Please submit as a word document.

Instructions and Grading for 620 and 453
1.    Check schedule when you will be presenting.
2.    24hrs before presenting, submit your ppt file to me.
3.    Presentation has to be 10mins long, with some time for questions.
4.    There will be 5 presentations per class.
5.    Final 5 page paper due on Nov. 26th, by midnight.
6.    No change of date for presentation, no make ups. All members have to be there, or no grade.

Grade for course will be allocated as follows:
1.    Presentation 36% (please include all participant information in the document)
2.    Paper 36% - please include ALL references
3.    In class critiques on presentations:
•    28 presentations:  1% per presentation – 28%
4.    No makeup for critiques.

Presentation Schedule:
Monday Oct. 8th
1.    Aishwarya Babu, Ashwathi Nambiar, Bhavin Doshi – QoE
2.    Neeraj Dhariwal, Ravi Raipuria – QoS
3.    Shashank Rachamalla, Debadatta Mishra – Simulation Modeling
4.    S. Pramendran, xxxxxxxxxx (113050025,113050060) – QoS
5.    Rahul Varshneya - Heterogeneity

Thursday Oct. 11th
1.    Aryaveer Saini, Naman – Architecture
2.    SS Chanda Mouli, B Sravan Kumar, B Kiran Maruthi  - Architecture
3.    Nidhi Tiwari , R. Gokilavani – Architecture
4.    PN Subbu, Bala Murali Krishna, Rajesh Prodduturi – Architecture
5.    Toshendra Sharma, Vijay Agnihotri, Nitin Satpal – Mobile Gaming

Monday Oct. 15th
1.    Pooja Mazumdar, Jyoti Gajrani – Cheating
2.    Neeraj Toshniwal, Nitish Jhawar, Shrikant Nagori – Cheating
3.    Alpesh Rathore, Sushant Hosley, Yesbir Singh - Cheating
4.    Arpit Malani, Punit Ghodasar – Cloud
5.    Vemireddy Satish, V Vamsi Krishna - Cloud

Thursday Oct. 18th
1.    Rishabh Singhal, Lalit Swami – Player Behaviour
2.    Surendra Salke, Rushiraj Chavan – Business Models
3.    Vaibhav Gupta, Saurabh Bhola, Arup Kumar Pal – Legal Issues
4.    A. Chugh – Games with a Purpose
5.    Kanwal Prakash Singh, Tarique Aziz, Vaibhav Krishan – Games with a Purpose

Monday Oct. 22nd
1.    Darshan Kapashi, Alankar Saxena, Shivam Agarwal, Anvit Tawar – Sync Control
2.    P. Shrivastava – Latency Compensation
3.    Rajdeep Sardar, Pankaj Kumar – Network Impairments
4.    Abishek Kabra, K. Dubey, G. S. Chauhan – Cooperative Games
5.    Rahil Shah, Namit Rawal, Priyank Parikh, Nitant Vaidya – MMORPGs and Networking

Thursday Oct. 25th
1.    Bharat Singhvi, Pankaj Kumar – AI
2.    Hasan Kumar Reddy A, Sonika Malloth, Pranay Kumar Myana – HTML 5
3.    Yudhister Satija, Ravi Vishwakarma, Gaurav Torka – New game
4.    Balla Sai Bhuvan Teja, D V Ramana - ??????

Class Schedule:
No Classes after Otober 25th.
Hand in document on November 26th - hand in 5+page document.

No Final Exam

Report/Project Schedule:
Groups of 1 - 3 students
Title and one paragraph summary of chosen topic, with group member names, due July 30th
Two page write up due August 27th
Five page write up due September 24th
Final Report - 10-15 pages - due October 15th
Presentation Slides - 20min - due one week before in class presentation


Annual Workshop on Network and Systems Support for Games (NetGames)
Games for Change
International Conference on Computer Games (CGames)
Philosophy of Computer Games Conference
Electronic Entertainment Expo (E3)
IEEE Conference on Computational Intelligence and Games (CIG)
Foundations of Digital Games (FDG)
VIEW Conference: Digital Cinema, Virtual Reality, Computer Graphics, Stereoscopic 3D, Video Games, 3D Animation & Visual Effects
Fun and Games
Games for Health
Games Developers Conference (GDC)
Advances in Computer Games Conference (ACG)
Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE)
Computer Games and Digital Cultures Conference
International Workshop on Massively Multiuser Virtual Environments (MMVE)
IEEE International Symposium on Audio-Visual Environments and Games (HAVE)
Meaningful Play
International Workshop on Quality of Multimedia Experience (QoMEX)
Australasian Conference on Interactive Entertainment
Gaming & Social Media Conference
ACM SIGCOMM Workshop on Mobile Gaming
GameDays and Edutainment
Int’l Conf. on Affective Computing and Intelligent Interaction (ICACII)
International Conference on Intelligent Virtual Agents (IVA)


Well Played journal
Games for Health Journal
Exploiting Online Games by Greg Hoglund and Gary McGraw
International Journal of Computer Games Technology, Hindawi Press
Games Studies: The International Journal of Computer Game Research
The Computer Games Journal
The International Journal of Gaming and Computer-Mediated Simulations (IJGCMS)
Computer Game Education Review (Online)
ELUDAMOS, Journal for Computer Game Culture (Online)
Games and Culture, A Journal of Interactive Media
Journal of Virtual Worlds Research (Online)
Simulation & Gaming, An International Journal of Theory, Practice and Research
International Journal of Roleplaying
International Journal of Game-Based Learning
Metaverse Creativity
Journal of Gaming & Virtual Worlds
Journal of Virtual Worlds Research
Journal of Virtual Worlds and Education
International Journal of Virtual and Personal Learning Environments (IJVPLE)
ACM Computers in Entertainment
Elsevier Entertainment Computing
Game Developer
IEEE Transactions on Computational Intelligence and AI in Video Games
Journal of Game Development
Journal of Graphics, GPU, & Game Tools

A selection of Articles:

Assiotis, M. and Tzanov, V. 2006. A distributed architecture for MMORPG. In Proceedings of
5th ACM SIGCOMM Workshop on Network and System Support For Games (Singapore,
October 30 - 31, 2006).

Fan, L., Taylor, H., and Trinder, P. 2007. Mediator: a design framework for P2P MMOGs. In
Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support For
Games (Melbourne, Australia, September 19 - 20, 2007).

Fiedler, S., Wallner, M., and Weber, M. 2002. A communication architecture for massive
multiplayer games. In Proceedings of the 1st Workshop on Network and System Support For
Games (Braunschweig, Germany, April 16 - 17, 2002).

Gupta, N., Demers, A., Gehrke, J., Unterbrunner, P., and White, W. 2009. Scalability for Virtual
Worlds. In Proceedings of the 2009 IEEE international Conference on Data Engineering

Horn, D., Cheslack-Postava, E., Mistree, B. F.T., Azim, T., Terrace, J., Freedman, M. J., and
Levis, P. 2010. To Infinity and Not Beyond: Scaling Communication in Virtual Worlds with Meru.
Stanford Computer Science Technical Report, CSTR 2010-01.

Jardine, J. and Zappala, D. 2008. A hybrid architecture for massively multiplayer online games.
In Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support For
Games (Worcester, Massachusetts, October 21 - 22, 2008).

Khan, A. M., Arsov, I., Preda, M., Chabridon, S., and Beugnard, A. 2010. Adaptable clientserver
architecture for mobile multiplayer games. In Proceedings of the 3rd international ICST
Conference on Simulation Tools and Techniques (Torremolinos, Malaga, Spain, March 15 - 19,

Kaiser E., Feng W., and Schluessler T., “Fides: Remote Anomaly-Based Cheat Detection Using
Client Emulation,” in ACM CCS, November 2009.

Liu, H., Bowman, M., Adams, R., Hurliman, J. and Lake, D. 2010. Scaling virtual worlds:
simulation requirements and challenges. In Proc. of Winter Simulation Conference 2010.

Howard Abrams. Three-tiered interest management for large-scale virtual environments. In
In Proceedings of the ACM symposium on Virtual Reality Software and Technology, pages
125-129, 1998.

Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, Sarit Mukherjee, and Sampath Ran-
garajan. Accuracy in dead-reckoning based distributed multi-player games. In Proceedings
of 3rd ACM SIGCOMM workshop on Network and system support for games, NetGames '04,
pages 161-165.

John W. Barrus, Richard C. Waters, and David B. Anderson. Locales and beacons: Efficient
and precise support for large multi-user virtual environments. In Proceedings of IEEE VRAIS,
pages 204-213, 1996.

Alexander Behm, Vinayak R. Borkar, Michael J. Carey, Raman Grover, Chen Li, Nicola Onose,
Rares Vernica, Alin Deutsch, Yannis Papakonstantinou, and Vassilis J. Tsotras. Asterix:
towards a scalable, semistructured data platform for evolving-world models. Distrib. Parallel
Databases, 29:185-216, June 2011.

David H. Brandt. Scaling EVE Online, under the hood of the network layer. Technical report,
CCP Games, 2005.

M. J. Carey, M. J. Franklin, M. Livny, and E. J. Shekita. Data Caching Tradeoffs in Client-
Server DBMS Architectures. In Proceedings of the 1991 ACM SIGMOD International Con-
ference on Management of Data, 1991.

Yu-Chun Chang, Kuan-Ta Chen, Chen-Chi Wu, Chien-Ju Ho, and Chin-Laung Lei. Online
game qoe evaluation using paired comparisons. In IEEE International Workshop Technical
Committee on Communications Quality and Reliability (CQR), pages 1-6, June 2010.

Kuan-Ta Chen, Cheng-Chun Tu, and Wei-Cheng Xiao. Oneclick: A framework for measuring
network quality of experience. In INFOCOM, pages 702{710. IEEE, 2009.

Peng Chen and Magda El Zarki. Perceptual view inconsistency: An objective evaluation
framework for online game quality of experience (qoe). In ACM Workshop on Network and
Systems Support for Games (NetGames), 2011.

Thomas Debeauvais, Arthur Valadares, and Cristina V. Lopes. RCAT: RESTful client-scalable
archiTecture. In ACM Workshop on Network and Systems Support for Games (NetGames),

S. G. Djorgovski, P. Hut, S. McMillan, R. Knop, E. Vesperini, M. Graham, S. Portegies Zwart,
W. Farr, A. Mahabal, C. Donalek, and G. Longo. Immersive Virtual Reality Technologies as
a New Platform for Science, Scholarship, and Education. In American Astronomical Society
Meeting Abstracts #215, volume 42 of Bulletin of the American Astronomical Society, page
#477.05, January 2010.

S. G. Djorgovski, P. Hut, S. McMillan, E. Vesperini, R. Knop, W. Farr, and M. J. Graham.
Exploring the Use of Virtual Worlds as a Scientific Research Platform: The Meta-Institute for
Computational Astrophysics (MICA), page 29. 2010.

Will Farr, Piet Hut, Jeff Ames, and Adam Johnson. An experiment in using virtual worlds for
scientific visualization of self-gravitating systems. Journal of Virtual Worlds Research, 2(3),

Roy Thomas Fielding. Architectural Styles and the Design of Network-based Software Archi-
tectures. PhD thesis, University of California, Irvine, 2000.

Thomas A. Funkhouser. RING: a client-server system for multi-user virtual environments.
In Proceedings of the 1995 symposium on Interactive 3D graphics, I3D '95, page 85., New
York, NY, USA, 1995. ACM.

L. Gautier and C. Diot. Design and evaluation of mimaze, a multi-player game on the internet.
In Proceedings of the IEEE International Conference on Multimedia Computing and Systems,
ICMCS '98, page 233, Washington, DC, USA, 1998. IEEE Computer Society.

Halldor Fannar Gudjonsson. The server technology of EVE Online: How to
cope with 300,000 players on one server. Slides from a GDC talk, CCP, 2008.

Daniel Horn, Ewen Cheslack-Postava, Tahir Azim, Michael J. Freedman, and Philip Levis.
Scaling virtual worlds with a physical metaphor. IEEE Pervasive Computing, 8:50{54, July

Yoshiaki Ida, Yutaka Ishibashi, Norishige Fukushima, and Shinji Sugawara. Qoe assessment of
interactivity and fairness in rst person shooting with group synchronization control. In Pro-
ceedings of the 9th Annual Workshop on Network and Systems Support for Games, NetGames
'10, pages 10:1-10:2, Piscataway, NJ, USA, 2010. IEEE Press.

Dan Lake, Mic Bowman, and Huaiyu Liu. Distributed scene graph to enable thousands of
interacting users in a virtual environment. In Proceedings of the 9th Annual Workshop on
Network and Systems Support for Games, NetGames '10, 2010.

Huaiyu Liu, Mic Bowman, Robert Adams, John Hurliman, and Dan Lake. Scaling virtual
worlds: Simulation requirements and challenges. In Winter Simulation Conference'10, pages
778-790, 2010.

Brian Logan and Georgios Theodoropoulos. Dynamic interest management in the distributed
simulation of agent-based systems. In 2000 AI, Simulation and Planning in High Autonomy
Systems, pages 45-50, 2000.

Cristina Videira Lopes. Hypergrid: Architecture and protocol for virtual world interoperability.
IEEE Internet Computing, 15:22-29, 2011.

John David Miller and Cindy Pickering. From one to many: Transforming miramar into a
collaboration space. In Proceedings of the Fifth International Conference on Creating, Con-
necting and Collaborating through Computing, pages 109-116, Washington, DC, USA, 2007.
IEEE Computer Society.

Katherine L. Morse, Lubomir Bic, and Michael Dillencourt. Interest management in large-scale
virtual environments. Presence: Teleoper. Virtual Environ., 9:52-68, February 2000.

Arturo Nakasone, Helmut Prendinger, Simon Holland, Piet Hut, Jun Makino, and Ken Miura.
Astrosim: Collaborative visualization of an astrophysics simulation in second life. IEEE Com-
puter Graphics and Applications, 29(5):69-81, 2009.

Lothar Pantel and Lars C. Wolf. On the suitability of dead reckoning schemes for games. In
Proceedings of the 1st workshop on Network and system support for games, NetGames '02,
pages 79-84, New York, NY, USA, 2002. ACM.

Sameer Patil, Alfred Kobsa, Ajita John, and Doree Seligmann. Methodological reflections
on a field study of a globally distributed software project. Inf. Softw. Technol., 53:969-980, September 2011.

Introducing time dilation.

Networked multiplayer.

Jim Waldo. Scaling in games and virtual worlds. Commun. ACM, 51:38-44, August 2008.

John Watte. REST and games don't mix.

Suiping Zhou, Wentong Cai, Bu-Sung Lee, and Stephen J. Turner. Time-space consistency in
large-scale distributed virtual environments. ACM Trans. Model. Comput. Simul., 14:31-47,
January 2004.

[Kuan-Ta Chen, Cheng-Chun Tu, Wei-Cheng Xiao, “OneClick: A Framework for Measuring Network Quality of Experience ,” in INFOCOM 2009, IEEE, 19-25 April 2009.

Ida Y, Ishibashi. Y, Fukushima N, Sugawara S, “QoE Assessment of Interactivity and Fairness in First Person Shooting with group synchronization control,” 9th Annual Workshop on Network and Systems Support for Games (NetGames 2010), 16-17 Nov. 2010.

Yu-Chun Chang, Kuan-Ta Chen, Chen-Chi Wu, Chien-Ju Ho, Chin-Laung Lei, “Online Game QoE Evaluation using Paired Comparisons,” EEE International WorkshopCommunications Quality and Reliability (CQR), 8-10 June 2010.

Michal Ries, Philipp Svoboda, Markus Rupp, “Empirical Study of Subjective Quality for Massive Multiplayer Games,” 15th International Conference Systems, Signals and Image Processing, 2008 (IWSSIP 2008).  No.181,  pp 25-28, June 2008.

Mark Claypool, Kajal Claypool. “Latency Can Kill: Precision and Deadline in Online Games,” Proceedings of the ACM SIGMM Conference on Multimedia Systems, New York, NY, USA, 2010.

Declan Delaney, Tomas Ward, Seamus McLoone, “On Consistency and Network Latency in Distributed Interactive Applications: A Survey,” Teleoperators and Virtual Environments archive, Volume 15, Issue 4, August 2006

Suiping Zhou, Wentong Cai, Bu-Sung Lee, and Stephen J. Turner, “Time-Space Consistency In Large-Scale Distributed Virtual Environments,” Transactions on Modeling and Computer Simulation (TOMACS), Volume 14, Issue 1, January 2004.

Jeremy Brun, Farzad Safaei, Paul Boustead, “Fairness and Playability in online multiplayer games,” 3rd IEEE Consumer Communications and Networking Conference, 2006 (CCNC 2006).  8-10 Jan., 2006, vol. 2, pp. 1199.

Peter Quax, Patrick Monsieurs, Danny De Vleeschauwer, ``Objective and Subjective Evaluation of the Influence of Small Amounts of Delay and Jitter on a Recent First Person Shooter Game,” Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games (NetGames '04).

Matthias Dick, Oliver Wellnitz, Lars Wolf,” Analysis of Factors Affecting Players’ Performance and Perception in Multiplayer Games,” Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games (NetGames '05).

Grenville Armitage, Mark Claypool, Philip Branch, Networking and online games: Understanding and Engineering Multiplayer Internet Game, Wiley: England, 2006, pp. 97-98

Matthias Dick, Oliver Wellnitz, Lars Wolf, “Analysis of factors affecting players' performance and perception in multiplayer games,” Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games (NetGames '05).