ACM Transactions on Programming Languages and Systems (TOPLAS)
Unreliable failure detectors for reliable distributed systems
Journal of the ACM (JACM)
An optimal algorithm for generalized causal message ordering
PODC '96 Proceedings of the fifteenth annual ACM symposium on Principles of distributed computing
The Timed Asynchronous Distributed System Model
IEEE Transactions on Parallel and Distributed Systems
A case for end system multicast (keynote address)
Proceedings of the 2000 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
Bayeux: an architecture for scalable and fault-tolerant wide-area data dissemination
NOSSDAV '01 Proceedings of the 11th international workshop on Network and operating systems support for digital audio and video
Chord: A scalable peer-to-peer lookup service for internet applications
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
A scalable content-addressable network
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
A survey of packet loss recovery techniques for streaming audio
Readings in multimedia computing and networking
Parallel and Distribution Simulation Systems
Parallel and Distribution Simulation Systems
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Semantically Reliable Multicast: Definition, Implementation, and Performance Evaluation
IEEE Transactions on Computers
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
An Overlay Tree Building Control Protocol
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Application-Level Multicast Using Content-Addressable Networks
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Lightweight probabilistic broadcast
ACM Transactions on Computer Systems (TOCS)
What online gamers really think of the Internet?
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
A distributed algorithm for constructing a minimum diameter spanning tree
Journal of Parallel and Distributed Computing
Gossip-based aggregation in large dynamic networks
ACM Transactions on Computer Systems (TOCS)
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
ALMI: an application level multicast infrastructure
USITS'01 Proceedings of the 3rd conference on USENIX Symposium on Internet Technologies and Systems - Volume 3
Enhanced mirrored servers for network games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
High-bandwidth data dissemination for large-scale distributed systems
ACM Transactions on Computer Systems (TOCS)
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
International Journal of Computers and Applications
Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures
IEEE Transactions on Multimedia
Research note: Source models of network game traffic
Computer Communications
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
Tapestry: a resilient global-scale overlay for service deployment
IEEE Journal on Selected Areas in Communications
Connectivity in eventually quiescent dynamic distributed systems
LADC'07 Proceedings of the Third Latin-American conference on Dependable Computing
Consistency management for interactive peer-to-peer-based systems
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Multiplayer Online Games over scale-free networks: a viable solution?
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Mobile games through the nets: a cross-layer architecture for seamless playing
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Event semantics in event dissemination architectures for massive multiuser virtual environments
Proceedings of the Fourth ACM International Conference on Distributed Event-Based Systems
Ensuring fair coexistence of multimedia applications in a wireless home
WD'09 Proceedings of the 2nd IFIP conference on Wireless days
Proceedings of the Fourteenth International Database Engineering & Applications Symposium
Adaptive event dissemination for peer-to-peer multiplayer online games
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Mobile online gaming via resource sharing
Proceedings of the 5th International ICST Conference on Simulation Tools and Techniques
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Hi-index | 0.00 |
We propose a new synchronization protocol devised to support multiplayer online games (MOGs) over peer-to-peer architectures. The dissemination of game events is performed through an overlay network. Peers are kept synchronized thanks to an optimistic mechanism which is able to drop obsolete events (i.e., events that lose their importance as the game goes on) and to allow different processing orders for non-correlated events (i.e., events which do not represent competing actions in the virtual world). To allow a fast identification of obsolete events, a gossip protocol is added to the synchronization mechanism, which is in charge of spreading in background information on generated game events. Results coming from extensive simulations confirm the viability of our approach.