A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
An Evaluation of Grouping Techniques for State Dissemination in Networked Multi-User Games
MASCOTS '01 Proceedings of the Ninth International Symposium in Modeling, Analysis and Simulation of Computer and Telecommunication Systems
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
FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Interest management middleware for networked games
Proceedings of the 2005 symposium on Interactive 3D graphics and games
An Adaptive Interest Management Scheme for Distributed Virtual Environments
Proceedings of the 19th Workshop on Principles of Advanced and Distributed Simulation
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
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
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Requirements of Peer-to-Peer-based Massively Multiplayer Online Gaming
CCGRID '07 Proceedings of the Seventh IEEE International Symposium on Cluster Computing and the Grid
A load balancing scheme for massively multiplayer online games
Multimedia Tools and Applications
Adaptive load-balancing for MMOG servers using KD-trees
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Adaptive consistency for replicated state in real-time-strategy multiplayer games
Proceedings of the 11th International Workshop on Adaptive and Reflective Middleware
Grid-based partitioning for large-scale distributed agent-based crowd simulation
Proceedings of the Winter Simulation Conference
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
Hi-index | 0.00 |
Traditionally, a central server is utilized to provide support to MMOGs (massively multiplayer online games), where the number of participants is in the order of tens of thousands. Much work has been done trying to create a fully peer-to-peer model to support this kind of application, in order to minimize the maintenance cost of its infrastructure, but critical questions remain. Examples of the problems relative to peer-to-peer MMOG support systems are: vulnerability to cheating, overload of the upload links of the peers and difficulty to maintain consistency of the simulation among the participants. In this work, we propose the utilization of geographically distributed lower-cost nodes, working as a distributed game server. The distribution model and some related works are also presented. To address the communication cost imposed to the servers, we specify the A3 algorithm, which is a novel refinement of the interest management technique, significantly reducing the necessary bandwidth. Simulations have been made with ns-2 and their results demonstrate that our approach achieves the least bandwidth utilization, with a 33.10% maximum traffic reduction and 33.58% average traffic reduction, when compared to other algorithms.