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Fast checkpoint recovery algorithms for frequently consistent applications., , , , , , and . SIGMOD Conference, page 265-276. ACM, (2011)Scalability for Virtual Worlds., , , , and . ICDE, page 1311-1314. IEEE Computer Society, (2009)Making time-stepped applications tick in the cloud., , , , , , and . SoCC, page 20. ACM, (2011)Better scripts, better games., , , and . Commun. ACM, 52 (3): 42-47 (2009)Database research opportunities in computer games., , , , and . SIGMOD Record, 36 (3): 7-13 (2007)What is "next" in event processing?, , , and . PODS, page 263-272. ACM, (2007)DualMiner: a dual-pruning algorithm for itemsets with constraints., , , and . KDD, page 42-51. ACM, (2002)An Evaluation of Checkpoint Recovery for Massively Multiplayer Online Games., , , , , , and . Proc. VLDB Endow., 2 (1): 1258-1269 (2009)Crystallize: An Immersive, Collaborative Game for Second Language Learning., , , , and . CSCW, page 635-646. ACM, (2016)SGL: a scalable language for data-driven games., , , , , , , , and . SIGMOD Conference, page 1217-1222. ACM, (2008)