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International Conference on Complex Systems (ICCS2006)

What the assassin's guild taught me about distributed computing

Jacob Beal
MIT CSAIL

     Full text: PDF
     Last modified: May 26, 2006

Abstract
Distributed computing and live-action roleplaying share many of the
same fundamental problems, as live-action roleplaying games commonly
include simulations carried out by the players. Games run by the MIT
Assassin's Guild are particularly illustrative of distributed computing
issues due to their large scope and high complexity. I discuss three
distributed computing issues addressed by Assassin's Guild game
design---error correction, information hiding, and liveness/consistency
tradeoffs---and the relevance of the solutions used by game writers to
current problems in computing.




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