Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
Middleware '01 Proceedings of the IFIP/ACM International Conference on Distributed Systems Platforms Heidelberg
Mercury: supporting scalable multi-attribute range queries
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Is runtime verification applicable to cheat detection?
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Agents-based modeling for a peer-to-peer MMOG architecture
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A distributed event delivery method with load balancing for MMORPG
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A peer-to-peer architecture for massive multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A distributed architecture for MMORPG
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Supporting Rich And Dynamic Communication In Large-Scale Collaborative Virtual Environments
Presence: Teleoperators and Virtual Environments
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Prediction-based real-time resource provisioning for massively multiplayer online games
Future Generation Computer Systems
The perils of using simulations to evaluate Massively Multiplayer Online Game performance
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
Offloading AI for peer-to-peer games with dead reckoning
IPTPS'09 Proceedings of the 8th international conference on Peer-to-peer systems
Evaluating compass routing based AOI-cast by MOGs mobility models
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Peer-to-Peer overlays for online games
Benchmarking Peer-to-Peer Systems
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We present the design and implementation of Hydra, a peer-to-peer architecture for massively-multiplayer online games. By supporting a novel augmented server-client programming model with a protocol that guarantees consistency in the messages committed when nodes fail, existing game developers can realize the benefits of a peer-to-peer architecture without the burden of handling the complexities associated with network churn. Our key contribution is the development of a programming interface that is intuitive and easy to use, and that can be supported transparently at the network layer. We have implemented a prototype of Hydra and we demonstrate that our proposed architecture is practical by developing two games under the Hydra framework: a simple "capture the flag" tank game and a squad-based real-time strategy (RTS) game. Our experience in developing these games suggests that our proposed programming model is suitable for game development. Our preliminary experiments also show that Hydra imposes only a small message overhead and is thus scalable.