|InterJournal Complex Systems, 1814
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Submission Date: 2006
|What the assassin's guild taught me about distributed computing|
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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