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New Approximation Algorithms for Longest Common Subsequences., , and . SPIRE, page 32-40. IEEE Computer Society, (1998)Networking and Multiplayer Computer Games - The Story So Far., , and . Int. J. Intell. Games Simul., 2 (2): 101-110 (2003)A Survey of Longest Common Subsequence Algorithms., , and . SPIRE, page 39-48. IEEE Computer Society, (2000)Changing Role of SPI - Opportunities and Challenges of Process Modeling., , and . EuroSPI, volume 4257 of Lecture Notes in Computer Science, page 135-146. Springer, (2006)New Refinement Techniques for Longest Common Subsequence Algorithms., , and . SPIRE, volume 2857 of Lecture Notes in Computer Science, page 287-303. Springer, (2003)Preventing Look-Ahead Cheating with Active Objects., and . Computers and Games, volume 3846 of Lecture Notes in Computer Science, page 301-315. Springer, (2004)Realizing the bullet time effect in multiplayer games with local perception filters., , and . Comput. Networks, 49 (1): 27-37 (2005)A Family of Fast Constant-Space Substring Search Algorithms., and . Acta Cybern., 14 (2): 239-250 (1999)Developer Driven Approach to Situational Method Engineering., , and . Situational Method Engineering, volume 244 of IFIP, page 94-99. Springer, (2007)Realizing bullet time effect in multiplayer games with local perception filters., , and . NETGAMES, page 121-128. ACM, (2004)