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