Demo Data from EDBT 2026 / reviewers in the wild / expert
Nathaniel E. Baughman
dblp:07/6074
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2007
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 2 · 2 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Network and information security
2 papers |
Network security · 70% Systems and software security · 30% | |
| Computer architecture, parallel and distributed computing, and storage systems
2 papers |
Cloud and datacenter computing · 59% Distributed systems · 41% | |
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Systems and software security › application security
game security |
0.0 | 1 | 2001 | Cheat-proof Playout for Centralized and Distributed Online Games · INFOCOM 2001 |
Cloud and datacenter computing
serverless computing |
0.0 | 1 | 2001 | Cheat-proof Playout for Centralized and Distributed Online Games · INFOCOM 2001 |
Collaborative and social computing › multi-user virtual environments
networked computer games |
0.0 | 1 | 2007 | Cheat-proof playout for centralized and peer-to-peer gaming · IEEE/ACM Trans. Netw. 2007 |
Distributed systems
peer-to-peer systems |
0.0 | 1 | 2007 | Cheat-proof playout for centralized and peer-to-peer gaming · IEEE/ACM Trans. Netw. 2007 |
Methods — techniques the papers use, named apart from their topics
simulation · 0.1protocol design · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2007 | Cheat-proof playout for centralized and peer-to-peer gaming
Nathaniel E. Baughman, Marc Liberatore, Brian Neil Levine |
IEEE/ACM Trans. Netw. | 1 |
| 2001 | Cheat-proof Playout for Centralized and Distributed Online GamesabstractWe explore exploits possible for cheating in real-time, multiplayer games for both client-server and distributed, serverless architectures. We offer the first formalization of cheating in online games and propose an initial set of strong solutions. We propose a protocol that has provable anti-cheating guarantees, but suffers a performance penalty. We then develop an extended version of this protocol, called asynchronous synchronization, which avoids the penalty, is serverless, offers provable anti-cheating guarantees, is robust in the face of packet loss, and provides for significantly increased communication performance. This technique is applicable to common game features as well as clustering and cell-based techniques for massively multiplayer games. Our performance claims are backed by analysis using a simulation based on real game traces. Nathaniel E. Baughman, Brian Neil Levine |
INFOCOM | 1 |