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What the Assassin's Guild Taught Me About Distributed Computing

dc.date.accessioned2006-06-01T16:22:12Z
dc.date.accessioned2018-11-24T10:24:52Z
dc.date.available2006-06-01T16:22:12Z
dc.date.available2018-11-24T10:24:52Z
dc.date.issued2006-05-27
dc.identifier.urihttp://hdl.handle.net/1721.1/32984
dc.identifier.urihttp://repository.aust.edu.ng/xmlui/handle/1721.1/32984
dc.description.abstractDistributed computing and live-action roleplaying share many of thesame fundamental problems, as live-action roleplaying games commonly include simulations carried out by their players.Games run by the MIT Assassin's Guild are particularly illustrative ofdistributed computing issues due to their large scope and highcomplexity.I discuss three distributed computing issues addressed by Assassin'sGuild game design---information hiding, error correction, andliveness/consistency tradeoffs---and the relevance of the solutionsused by game writers to current problems in distributed computing.
dc.format.extent9 p.
dc.format.extent168640 bytes
dc.format.extent609620 bytes
dc.language.isoen_US
dc.titleWhat the Assassin's Guild Taught Me About Distributed Computing


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