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Analysis of network management protocols in optical networks /Lim, Kok Seng. January 2004 (has links) (PDF)
Thesis (M.S. in Electrical Engineering)--Naval Postgraduate School, March 2004. / Thesis advisor(s): John C. McEachen. Includes bibliographical references (p. 67-68). Also available online.
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A study to describe UW-Stout campus networkHuang, Ming-Hsien. January 2000 (has links) (PDF)
Thesis--PlanB (M.S.)--University of Wisconsin--Stout, 2000. / Includes bibliographical references.
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Scheduling for proportional differentiated services on the InternetSelvaraj, Manimaran. January 2002 (has links)
Thesis (M.S.)--Mississippi State University. Department of Electrical and Computer Engineering. / Title from title screen. Includes bibliographical references.
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A distributed scheme to detect and defend against distributed denial of service attacks /Li, Chi-Pan. January 2003 (has links)
Thesis (M. Phil.)--Hong Kong University of Science and Technology, 2003. / Includes bibliographical references (leaves 102-107). Also available in electronic version. Access restricted to campus users.
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Scalable network architecures [sic] for providing per-flow service guaranteesSahni, Jasleen Kaur. January 1900 (has links)
Thesis (Ph. D.)--University of Texas at Austin, 2002. / Vita. Includes bibliographical references. Available also from UMI Company.
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Evaluation of a multi-agent system for simulation and analysis of distributed denial-of-service attacks /Saw, Tee Huu. January 2003 (has links) (PDF)
Thesis (M.S. in Computer Science)--Naval Postgraduate School, December 2003. / Thesis advisor(s): James B. Michael, Mikhail Auguston. Includes bibliographical references (p. 52-54). Also available online.
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Speeding up a path-based policy language compiler /Guven, Ahmet. January 2003 (has links) (PDF)
Thesis (M.S. in Computer Science)--Naval Postgraduate School, March 2003. / Thesis advisor(s): Geoffrey Xie, Neil Rowe. Includes bibliographical references (p. 149-150). Also available online.
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A design comparison between IPv4 and IPv6 in the context of MYSEA, and implementation of an IPv6 MYSEA prototype /O'Neal, Matthew R. January 2003 (has links) (PDF)
Thesis (M.S. in Computer Science)--Naval Postgraduate School, June 2003. / Thesis advisor(s): Cynthia E. Irvine, Thuy D. Nguyen. Includes bibliographical references (p. 49-50). Also available online.
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Automatic workload synthesis for early design studies and performance model validationBell, Robert Henry 28 August 2008 (has links)
Not available / text
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A knowledge-based approach to multiplayer games on peer-to-peer networksGibson, Michael Scott January 2015 (has links)
Peer-to-peer networks are types of computer networks where each computer (a peer) may have several direct communication channels with other computers. This is similar to how people know and interact with each other, including the problems of how communications among each other take place. Depending on the resources being shared among peers, various protocols have been developed to propagate these resources. These protocols include routing the resources based on similarities between the resources and peers as well as forcing the topology of peers to control different types of resources. Peer-to-peer networks help simulate societies, but communication routing is dependent on the medium being passed among the peers. Games have been a part of human culture for a long time and have not only provided entertainment to people, both individuals and groups, but also a means to better understand the real world by practising on a model world instead. Such models have become more prevalent through the advent of computer games, were virtual worlds can imitate the real world even further with each technological advancement. As these progressions advance, so to does the expectation of multiple persons interacting with each other in a virtual world as they do in the real world. This leads us to the question: “How can computer games be augmented to take advantage of peer-to-peer models?” In this thesis, we explore the possibilities and requirements of running computer games over peer-to-peer networks. We accomplish this by proposing models and mechanisms to be used by all peers to allow a game to be played over a peer-to-peer network. We evaluate our solution to illustrate how well it performs in various scenarios, including the type of peer-to-peer network used, the quality of knowledge models used for our mechanisms and the behaviours of the players themselves.
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