摘要:
Techniques are described to mitigate ad stalking and other user concerns resulting from user-targeted advertising. A user may be informed of advertising information by a process in which an advertising server receives a request for an ad. The request may have been generated in response to a user request for a landing web page. An ad may be selected based on user information available to the advertising server, where the user information is associated with the user and describes behavior and/or attributes and/or preferences associated with the user. Text about how the ad was selected may be incorporated into the ad. Such text may describe the user information used to select the ad. The selection-disclosing text may be incorporated in the ad in a form that is displayable to the user by a browser. The ad may then be transmitted for display in the landing web page.
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:
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:
The subject disclosure relates to a method and apparatus for routing data in a network-based computer game via proxy computers. The method and system includes a set of techniques that utilizes the proxy computers to thwart traffic analysis in high-speed games while continuing to satisfy the games' latency requirements. The method and apparatus facilitates thwarting multiple classes of traffic analysis, including inspection of unencrypted header fields, observation of packet size, correlation of packet timing, and collusion among players. A matchmaking system for matching players in a network-based computer game in a manner that resists traffic analysis is also provided.
摘要:
The subject disclosure relates to a method and apparatus for routing data in a network-based computer game via proxy computers. The method and system includes a set of techniques that utilizes the proxy computers to thwart traffic analysis in high-speed games while continuing to satisfy the games' latency requirements. The method and apparatus facilitates thwarting multiple classes of traffic analysis, including inspection of unencrypted header fields, observation of packet size, correlation of packet timing, and collusion among players. A matchmaking system for matching players in a network-based computer game in a manner that resists traffic analysis is also provided.
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:
A virtual machine monitor (VMM) is configured to enforce deterministic execution of virtual machines in a multiprocessor machine. The VMM is configured to ensure that any communication by physical processors via shared memory is deterministic. When such VMMs are implemented in a distributed environment of multiprocessor machines coupled via a logical communication link, non-deterministic server applications running on virtual machines using the VMM may be replicated.
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 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.