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Tuesday, October 21st, 2008 |
8:00 |
Registration and Breakfast |
8:45 |
Opening remarks |
9:00 |
Cheat Detection |
10:30 |
Break |
11:00 |
Keynote |
12:00 |
Lunch |
1:30 |
Peer-to-Peer |
3:00 |
Poster Session |
4:00 |
Massively Multiplayer Online Games |
6:00 |
Dinner |
8:00 |
Game Jam |
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Wednesday, October 22nd, 2008 |
8:30 |
Breakfast |
9:00 |
Architectures |
10:30 |
Break |
11:00 |
Panel |
12:00 |
Lunch |
1:30 |
Bandwidth and Latency Reduction |
3:00 |
Closing remarks |
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(8:00) Registration and Breakfast |
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(8:45) Opening Remarks
(pdf, ppt)
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(9:00) Cheat Detection |
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Session chair: Daniel Zappala (Brigham Young University) |
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A Peer Auditing Scheme for Cheat Elimination in MMOGs (slides) |
Authors: |
Josh Goodman (McGill University) |
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Clark Verbrugge (McGill University) |
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Stealth
Measurements for Cheat Detection in On-line
Games (slides) |
Authors: |
Wu-chang Feng (Portland State University) |
|
Ed Kaiser (Portland State University) |
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Travis Schluessler (Intel) |
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Game Bot Identification Based on Manifold Learning (slides) |
Authors: |
Kuan-Ta Chen (Academia Sinica) |
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Hsing-Kuo Kenneth Pao (National Taiwan University of Science and Technology) |
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Hong-Chung Chang (National Taiwan University of Science and Technology) |
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(10:30) Break |
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(11:00) Keynote |
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Technical Challenges Of Making A Video Game -
"What could possibly go wrong?" |
Speaker: |
Aubrey Hodges,
Director of Audio,
38 Studios
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Abstract: |
What technical challenges are commonly faced when making a video
game and what is a winning strategy for overcoming them? This
talk takes a closer look at how to make tools and pipelines that
developers actually want to use. This is not be a theoretical
discussion but rather a retrospective based on someone who has
been through the process as it has evolved through the last 18
years.
|
Bio: |
Composer and Sound Designer Aubrey has been crafting audio for
video games since 1991 and began his professional audio career in
1985. Hodges is credited as among the very first to use MIDI in a
video game, the first to use sound effects in an online game and
among the first to use General Midi in a video game. In 1991
Hodges accepted a position with Sierra-On-Line and worked on such
classic series as Kings Quest, Space Quest, Quest for Glory,
Conquest of the Longbow and Leisure Suit Larry. In search of a
new challenge, Hodges accepted a position at Midway (San Diego) in
1993 to pursue console and arcade development where he served as
Manager of Music Development for over a decade. During his tenure
at Midway he had the pleasure of working on such popular series as
Doom, Quake, NFL Blitz, Ready 2 Rumble, Defender, and many
more. Hodges continued to challenge himself in accepting a
position as Audio Director for EA Tiburon in April 2003. Prior to
accepting the position at 38 Studios he managed the audio
development on some of the most popular series of video games in
the industry such as Madden NFL Football, NCAA Football, Nascar -
Total Team Control, NFL Street, Arena Football, and Superman
Returns. Mr. Hodges's music and sound design is heard in video
games all over the world with a combined total of over 180 games
totaling over 45 million units shipped since he began his
career. |
|
(12:00) Lunch |
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(1:30) Peer-to-Peer |
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Session chair: Kuan-Ta Chen (Academia Sinica) |
|
A Case for Mutual Notification: A Survey of P2P Protocols for Massively Multiplayer
Online Games (slides) |
Author: |
Stephan Krause (Universität Karlsruhe) |
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Efficient Triangulation
for P2P Networked Virtual Environments (slides) |
Authors: |
Eliya Buyukkaya (LIP6, University of Paris 6) |
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Maha Abdallah (LIP6, University of Paris 6) |
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Area-Based Gossip Multicast (slides) |
Authors: |
Christian Seeger (Technische Universität Darmstadt) |
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Patric Kabus (Technische Universität Darmstadt) |
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Bettina Kemme (McGill University) |
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Alejandro Buchmann (Technische Universität Darmstadt) |
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(3:00) Poster Session |
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Peer Reviewed |
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Quantifying
the Effect of Content-based Transport Strategies for Online Role
Playing Games (poster) |
Authors: |
Chih-Ming Chen (National Taiwan University) |
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Te-Yuang Huang (National Taiwan University) |
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Kuan-Ta Chen (Academia Sinica) |
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Polly Huang (National Taiwan University) |
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Dragon
Kill Points: Loot Distribution in MMORPGs (poster) |
Authors: |
Ernst Gunnar Gran (Simula Research Laboratory) |
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Sven-Arne Reinemo (Simula Research Laboratory) |
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Dynamic
Voice Communication Support for Multiplayer Online
Games (poster) |
Authors: |
Tomas Hildebrandt (KOM - TU Darmstadt) |
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Sonja Bergsträßer (KOM - TU Darmstadt) |
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Christoph Rensing (KOM - TU Darmstadt) |
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Ralf Steinmetz (KOM - TU Darmstadt) |
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A CAPTCHA System for Nintendo DS |
Authors: |
Mohammad Shirali-Shahreza (Sharif University of Technology) |
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Sajad Shirali-Shahreza (Sharif University of Technology) |
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Action-specific
Massive Multiplayer Online Role Playing Games Traffic Analysis: A
Case Study of World of Warcraft (poster) |
Authors: |
Mirko Suznjevic (University of Zagreb) |
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Maja Matijasevic (University of Zagreb) |
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Ognjen Dobrijevic (University of Zagreb) |
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Invited |
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TCP
Enhancements for Interactive Thin-stream
Applications (poster) |
Authors: |
Andreas Petlund (Simula / University of Oslo) |
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Kristian Evensen (Simula / University of Oslo) |
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Pål Halvorsen (Simula / University of Oslo) |
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Carsten Griwodz (Simula / University of Oslo) |
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(4:00) Massively Multiplayer Online Games |
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Session chair: Maha Abdallah (LIP6, University of Paris 6) |
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An Analysis of WoW Players' Game Hours (slides) |
Authors: |
Pin-Yun Tarng (National Taiwan University) |
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Kuan-Ta Chen (Academia Sinica) |
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Polly Huang (National Taiwan University) |
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Persistence in Massively Multiplayer Online Games (slides) |
Authors: |
Kaiwen Zhang (McGill University) |
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Bettina Kemme (McGill University) |
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Alexandre Denault (McGill University) |
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(6:00) Dinner |
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(8:00) Game Jam |
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(8:30) Breakfast |
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(9:00) Architectures |
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Session chair: Carsten Griwodz (Simula / University of Oslo) |
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A
Hybrid Architecture for Massively Multiplayer Online
Games (slides) |
Authors: |
Jared Jardine (Brigham Young University) |
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Daniel Zappala (Brigham Young University) |
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Dynamic
Server Allocation in a Real-Life Deployable Communications
Architecture for Networked Games (slides) |
Authors: |
Peter Quax (Hasselt University) |
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Bart Cornelissen (Hasselt University) |
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Jeroen Dierckx (Hasselt University) |
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Gert Vansichem (Androme NV) |
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Wim Lamotte (Hasselt University) |
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Performance
Analysis of Game World Partitioning Methods for Multiplayer Mobile
Gaming (slides) |
Authors: |
Kusno Prasetya (Bond University) |
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Zheng da Wu (Bond University) |
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(10:30) Break |
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(11:00) Panel |
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Industry
Issues in Massively Multiplayer Online Games |
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Panelist: |
Chris Dyl, Chief Technology Officer,
Turbine |
Bio: |
Chris Dyl joined Turbine in April 1995 as one of Turbine's first
employees. Considered a pioneer of the industry, his vision of
massively multiplayer online role-playing games and the technology
behind them has propelled Chris Dyl to the most senior ranks of
the game development community. Today, he serves as the Chief
Technology Officer and is the primary architect of Turbine's
technology platform, including the state-of-the-art graphics,
console, networking, and large-scale world-creation
technologies. Chris leads the development team who enhances those
systems and researches the next-generation of online technologies
in order to ensure Turbine maintains its technology edge. Prior to
Turbine, he attended Worcester Polytechnic Institute, where he
studied physics and computer science.
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Panelist: |
Darius Kazemi,
President, Orbus
Gameworks |
Bio: |
Darius Kazemi runs Orbus Gameworks, a small company that builds
game play data metrics tools to help developers keep track of what
their players are doing in-game. Before Orbus, Darius analyzed
gameplay metrics at Turbine, Inc., for MMORPGs, including Dungeons
& Dragons Online and Lord of the Rings Online. He is also a
technology officer for the IGDA Education SIG and a coordinator
for the Boston IGDA Chapter. He writes about social networking
and how to break into the game industry on his blog, Tiny
Subversions.
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Panelist: |
Jon Laff, Chief Technology
Officer, 38 Studios
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Bio: |
With more
than a dozen years as an engineer in the video game industry, CTO
Jon Laff has a proven track record in software design and
technology leadership. Prior to joining 38 Studios, Laff was a
senior systems engineer and lead engineer at Electronic Arts’
Montreal development house. Laff played a key role in growing the
new studio and in developing its first AAA IP title, Army of
Two. At EA Los Angeles, Laff was the lead engineer on Medal of
Honor: European Assault and the Xbox lead engineer on Medal of
Honor: Rising Sun. Prior to Electronic Arts, Laff served as a
lead and senior software engineer at VR1/Jaleco Entertainment in
Colorado, where he worked on MMO products Lost Continents and VR1
Crossroads, as well as other online titles including Ultracorps
and Fighter Ace III. Laff’s extensive experience in the game
industry spans a broad array of disciplines, including: online and
networking, artificial intelligence, animation, audio, game
authoring tools, optimization, game play systems, graphics,
physics, relational databases and game server architectures. Laff
holds two degrees from the University of Colorado at Boulder: a
bachelor of science in computer science and a bachelor of arts in
mathematics.
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Panelist: |
Keith Thompson, Senior
Staff Engineer, Sun Microsystems
(Project
Darkstar) |
Bio: |
Keith Thompson is currently in Sun Labs as a member of Project
Darkstar, an open source game and virtual world server platform.
Before joining Project Darkstar he participated in several projects in
the area of distributed computing including Project Caroline and Jini
Technology. Prior to that, he has worked in diverse disciplines such
as emulation, computer graphics, chip design, and operating systems.
He holds a B.S. in Information and Computer Science from Georgia Tech.
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|
(12:00) Lunch |
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(1:30) Bandwidth and Latency Reduction |
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Session chair: Peter Quax (Hasselt University) |
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Latency Reduction by Dynamic Core Selection and
Partial Migration of Game State (slides) |
Authors: |
Paul B. Beskow (Simula / University of Oslo) |
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Knut-Helge Vik (Simula / University of Oslo) |
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Pål Halvorsen (Simula / University of Oslo) |
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Carsten Griwodz (Simula / University of Oslo) |
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Tackling
Online Game Development Problems with a Novel Network Scripting Language (slides) |
Authors: |
Paul Sheppard (ITI Techmedia) |
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George Russell (Codeplay Software Ltd) |
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Rich Rowan (Codeplay Software Ltd) |
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Verena Achenbach (Codeplay Software Ltd) |
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Alastair F. Donaldson (Codeplay Software Ltd) |
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Improving Application Layer Latency for Reliable
Thin-stream Game Traffic (slides) |
Authors: |
Andreas Petlund (Simula / University of Oslo) |
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Kristian Evensen (Simula / University of Oslo) |
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Pål Halvorsen (Simula / University of Oslo) |
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Carsten Griwodz (Simula / University of Oslo) |
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(3:00) Closing Remarks |