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Efficient management of data center resources for massively multiplayer online games.

, , , , , and . SC, page 10. IEEE/ACM, (2008)

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Massively Multiplayer Online Games on unreliable resources., , , and . NetGames, page 1-2. IEEE, (2012)An Information System for Real-Time Online Interactive Applications., , , and . Euro-Par Workshops, volume 5415 of Lecture Notes in Computer Science, page 361-370. Springer, (2008)Efficient management of data center resources for massively multiplayer online games., , , , , and . SC, page 10. IEEE/ACM, (2008)Cost-efficient hosting and load balancing of Massively Multiplayer Online Games., , and . GRID, page 9-16. IEEE Computer Society, (2010)Dynamic load management for MMOGs in distributed environments., , , and . Conf. Computing Frontiers, page 337-346. ACM, (2010)A framework for region-based instrumentation of energy consumption of program executions., , , and . IECON, page 4715-4720. IEEE, (2013)Dynamic Resource Provisioning in Massively Multiplayer Online Games, , and . IEEE Transactions on Parallel and Distributed Systems, 22 (3): 380--395 (March 2011)Dynamic Real-Time Resource Provisioning for Massively Multiplayer Online Games., , , and . PaCT, volume 5698 of Lecture Notes in Computer Science, page 98-111. Springer, (2009)SLA-based operation of massively multiplayer online games in competition-based environments., , and . C3S2E, page 104-112. ACM, (2013)Prediction-based real-time resource provisioning for massively multiplayer online games, and . Future Generation Comp. Syst, 25 (7): 785--793 (2009)