摘要:
The claimed subject matter provides a method for operating a sleep management service. The method include identifying a set of guardians based on a local state for each of a plurality of compute nodes. The method also includes sending a wake request to all sleeping compute nodes in the identified set. The method further includes sending a request to become a guardian to all compute nodes in the identified set. Additionally, the method includes stopping a current guardian from being a guardian if the current guardian is less suitable than a threshold number of current guardians.
摘要:
The claimed subject matter provides a method for operating a sleep management service. The method include identifying a set of guardians based on a local state for each of a plurality of compute nodes. The method also includes sending a wake request to all sleeping compute nodes in the identified set. The method further includes sending a request to become a guardian to all compute nodes in the identified set. Additionally, the method includes stopping a current guardian from being a guardian if the current guardian is less suitable than a threshold number of current guardians.
摘要:
Partitioned artificial intelligence (AI) for networked gaming. An exemplary system splits the AI into a computationally lightweight server-side component and a computationally intensive client-side component to harness the aggregate computational power of numerous gaming clients. Aggregating resources of many, even thousands of client machines enhances game realism in a manner that would be prohibitively expensive on the central server. The system is tolerant of latency between server and clients. Deterministic and stateless client-side components enable rapid handoff, preemptive migration, and replication of the client-side AI to address problems of client failure and game exploitation. The partitioned AI can support tactical gaming navigation, a challenging task to offload because of sensitivity to latency. The tactical navigation AI calculates influence fields partitioned into server-side and client-side components by means of a Taylor-series approximation.
摘要:
Partitioned artificial intelligence (AI) for networked gaming. An exemplary system splits the AI into a computationally lightweight server-side component and a computationally intensive client-side component to harness the aggregate computational power of numerous gaming clients. Aggregating resources of many, even thousands of client machines enhances game realism in a manner that would be prohibitively expensive on the central server. The system is tolerant of latency between server and clients. Deterministic and stateless client-side components enable rapid handoff, preemptive migration, and replication of the client-side AI to address problems of client failure and game exploitation. The partitioned AI can support tactical gaming navigation, a challenging task to offload because of sensitivity to latency. The tactical navigation AI calculates influence fields partitioned into server-side and client-side components by means of a Taylor-series approximation.
摘要:
Techniques for employing a decentralized sleep management service are described herein. In some instances, each computing device of a group of computing devices periodically shares information about itself with each other computing device of the group. With this information, each computing device within the group that is awake and capable of managing other devices selects a subset of devices to probe. The devices then probe this subset to determine whether the probed devices are asleep. In response to identifying a sleeping device, the probing device takes over management of the sleeping device. Managing the sleeping device involves informing other devices of the group that the sleeping device is being managed, in addition to monitoring requests for services on the sleeping device. In response to receiving a valid request for a service hosted by the sleeping device, the managing device awakens the sleeping device and ceases managing the now-woken device.
摘要:
Techniques enable the reduction of bandwidth requirements for peer-to-peer gaming architectures. In some embodiments, these techniques allow differentiation among players to decide which players should receive continuous updates and which should receive periodic updates. For those gaming systems receiving periodic updates, guided artificial intelligence is employed to simulate activity of a game object based on guidance provided by the periodic updates. Conversely, for those gaming systems receiving continuous updates, the continuous updates may be employed to update the activity of the game object rather than simulating the activity.
摘要:
Partitioned artificial intelligence (AI) for networked gaming. An exemplary system splits the AI into a computationally lightweight server-side component and a computationally intensive client-side component to harness the aggregate computational power of numerous gaming clients. Aggregating resources of many, even thousands of client machines enhances game realism in a manner that would be prohibitively expensive on the central server. The system is tolerant of latency between server and clients. Deterministic and stateless client-side components enable rapid handoff, preemptive migration, and replication of the client-side AI to address problems of client failure and game exploitation. The partitioned AI can support tactical gaming navigation, a challenging task to offload because of sensitivity to latency. The tactical navigation AI calculates influence fields partitioned into server-side and client-side components by means of a Taylor-series approximation.
摘要:
The subject disclosure relates to systems and methods that secure anti-virus software through virtualization. Anti-virus systems can be maintained separate from user applications and operating system through virtualization. The user applications and operating system run in a guest virtual machine while anti-virus systems are isolated in a secure virtual machine. The virtual machines are partially interdependent such that the anti-virus systems can monitor user applications and operating systems while the anti-virus systems remain free from possible malicious attack originating from a user environment. Further, the anti-virus system is secured against zero-day attacks so that detection and recovery may occur post zero-day.
摘要:
Techniques for utilizing trusted hardware components for mitigating the effects of equivocation amongst participant computing devices of a distributed system are described herein. For instance, a distributed system employing a byzantine-fault-resilient protocol—that is, a protocol intended to mitigate (e.g., tolerate, detect, isolate, etc.) the effects of byzantine faults—may employ the techniques. To do so, the techniques may utilize a trusted hardware component comprising a non-decreasing counter and a key. This hardware component may be “trusted” in that the respective participant computing device cannot modify or observe the contents of the component in any manner other than according to the prescribed procedures, as described herein. Furthermore, the trusted hardware component may couple to the participant computing device in any suitable manner, such as via a universal serial bus (USB) connection or the like.
摘要:
A speculative web browser engine may enable providing transmission of content between a server and a client prior to a user-initiated request for the content hidden in imperative code (event handlers), which may reduce user-perceived latency when the user initiates the imperative code. In some aspects, a speculative browser state may be created from an actual browser state and used to run the event handlers. The event handlers may be modified to direct actions of the event handler to update the speculative browser state. Speculative content may be transmitted between the server and the client in response to an execution of the modified code. The speculative content may be stored in a cache and made readily available for use when the user initiates the event handler and finds that the desired content has already been fetched.