This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections.
The fast growth and the attention MMOGs captured is witnessed by several valid works on the subject; they focus on architectural issues (e.g distribution techniques @cite_17 , load balancing @cite_13 , persistence @cite_4 , etc.) and Software Engineering, e.g. usability @cite_18 , performances measurement @cite_3 , services platform @cite_8 .
@cite_18 @cite_4 @cite_8 @cite_3 @cite_13 @cite_17
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With the rapid progress of mobile Internet and the growing popularity of smartphones, location-aware publish subscribe systems have recently attracted significant attention. Different from traditional content-based publish subscribe, subscriptions registered by subscribers and messages published by publishers include both spatial information and textual descriptions, and messages should be delivered to relevant subscribers whose subscriptions have high relevancy to the messages. To evaluate the relevancy between spatio-textual messages and subscriptions, we should combine the spatial proximity and textual relevancy. Since subscribers have different preferences - some subscribers prefer messages with high spatial proximity and some subscribers pay more attention to messages with high textual relevancy, it calls for new location-aware publish subscribe techniques to meet various needs from different subscribers. In this paper, we allow subscribers to parameterize their subscriptions and study the location-aware publish subscribe problem on parameterized spatio-textual subscriptions. One big challenge is to achieve high performance. To meet this requirement, we propose a filter-verification framework to efficiently deliver messages to relevant subscribers. In the filter step, we devise effective filters to prune large numbers of irreverent results and obtain some candidates. In the verification step, we verify the candidates to generate the answers. We propose three effective filters by integrating prefix filtering and spatial pruning techniques. Experimental results show our method achieves higher performance and better quality than baseline approaches. Many real-world domains can be represented as large node-link graphs: backbone Internet routers connect with 70,000 other hosts, mid-sized Web servers handle between 20,000 and 200,000 hyperlinked documents, and dictionaries contain millions of words defined in terms of each other. Computational manipulation of such large graphs is common, but previous tools for graph visualization have been limited to datasets of a few thousand nodes. Visual depictions of graphs and networks are external representations that exploit human visual processing to reduce the cognitive load of many tasks that require understanding of global or local structure. We assert that the two key advantages of computer-based systems for information visualization over traditional paper-based visual exposition are interactivity and scalability. We also argue that designing visualization software by taking the characteristics of a target user's task domain into account leads to systems that are more effective and scale to larger datasets than previous work. This thesis contains a detailed analysis of three specialized systems for the interactive exploration of large graphs, relating the intended tasks to the spatial layout and visual encoding choices. We present two novel algorithms for specialized layout and drawing that use quite different visual metaphors. The H3 system for visualizing the hyperlink structures of web sites scales to datasets of over 100,000 nodes by using a carefully chosen spanning tree as the layout backbone, 3D hyperbolic geometry for a Focus+Context view, and provides a fluid interactive experience through guaranteed frame rate drawing. The Constellation system features a highly specialized 2D layout intended to spatially encode domain-specific information for computational linguists checking the plausibility of a large semantic network created from dictionaries. The Planet Multicast system for displaying the tunnel topology of the Internet's multicast backbone provides a literal 3D geographic layout of arcs on a globe to help MBone maintainers find misconfigured long-distance tunnels. Each of these three systems provides a very different view of the graph structure, and we evaluate their efficacy for the intended task. We generalize these findings in our analysis of the importance of interactivity and specialization for graph visualization systems that are effective and scalable. Industry is increasingly turning to reconfigurable architectures like FPGAs and CGRAs for improved performance and energy efficiency. Unfortunately, adoption of these architectures has been limited by their programming models. HDLs lack abstractions for productivity and are difficult to target from higher level languages. HLS tools are more productive, but offer an ad-hoc mix of software and hardware abstractions which make performance optimizations difficult. In this work, we describe a new domain-specific language and compiler called Spatial for higher level descriptions of application accelerators. We describe Spatial's hardware-centric abstractions for both programmer productivity and design performance, and summarize the compiler passes required to support these abstractions, including pipeline scheduling, automatic memory banking, and automated design tuning driven by active machine learning. We demonstrate the language's ability to target FPGAs and CGRAs from common source code. We show that applications written in Spatial are, on average, 42 shorter and achieve a mean speedup of 2.9x over SDAccel HLS when targeting a Xilinx UltraScale+ VU9P FPGA on an Amazon EC2 F1 instance. Long-range dependencies can capture useful contextual information to benefit visual understanding problems. In this work, we propose a Criss-Cross Network (CCNet) for obtaining such important information through a more effective and efficient way. Concretely, for each pixel, our CCNet can harvest the contextual information of its surrounding pixels on the criss-cross path through a novel criss-cross attention module. By taking a further recurrent operation, each pixel can finally capture the long-range dependencies from all pixels. Overall, our CCNet is with the following merits: 1) GPU memory friendly. Compared with the non-local block, the recurrent criss-cross attention module requires @math less GPU memory usage. 2) High computational efficiency. The recurrent criss-cross attention significantly reduces FLOPs by about 85 of the non-local block in computing long-range dependencies. 3) The state-of-the-art performance. We conduct extensive experiments on popular semantic segmentation benchmarks including Cityscapes, ADE20K, and instance segmentation benchmark COCO. In particular, our CCNet achieves the mIoU score of 81.4 and 45.22 on Cityscapes test set and ADE20K validation set, respectively, which are the new state-of-the-art results. We make the code publicly available at this https URL .