Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
Designing benchmarks for P2P systems
From active data management to event-based systems and more
Designing a testbed for large-scale distributed systems
Proceedings of the ACM SIGCOMM 2011 conference
An online gaming testbed for peer-to-peer architectures
Proceedings of the ACM SIGCOMM 2011 conference
A scalable peer-to-peer-overlay for real-time massively multiplayer online games
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
RTSenv: an experimental environment for real-time strategy games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Dynamic QoS-aware event sampling for community-based participatory sensing systems
Proceedings of the 6th ACM International Conference on Distributed Event-Based Systems
Generation of synthetic workloads for multiplayer online gaming benchmarks
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
Peer-to-Peer overlays for online games
Benchmarking Peer-to-Peer Systems
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This paper presents an algorithm for creating and maintaining a dynamic localized peer-to-peer overlay network with its main application to massively multiplayer games. In these games, players reside in a large game world with many thousands of players but each player has typically a limited vision range. In our solution, players join the network as peers and mainly connect to neighbor peers that are close to them in the virtual game world. As players move in the game they change their neighbors dynamically with very little overhead. Peers can multicast messages that are received by peers in their locality very fast (often faster than in client-server solutions) while players that are further away receive them later or not at all. Not receiving messages from remote players is important in order to not cause the load on each peer to grow with the number of players in the game. Our performance analysis confirms that our solution allows for dynamic game worlds of practically unlimited size, only limited in scale by the number of players within the vision range.