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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)An Evaluation of Checkpoint Recovery for Massively Multiplayer Online Games., , , , , , and . Proc. VLDB Endow., 2 (1): 1258-1269 (2009)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)DualMiner: a dual-pruning algorithm for itemsets with constraints., , , and . KDD, page 42-51. ACM, (2002)What is "next" in event processing?, , , and . PODS, page 263-272. ACM, (2007)Towards Expressive Publish/Subscribe Systems., , , , and . EDBT, volume 3896 of Lecture Notes in Computer Science, page 627-644. Springer, (2006)From Declarative Languages to Declarative Processing in Computer Games., , , , , and . CIDR, www.cidrdb.org, (2009)