A scalable content-addressable network
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Low latency and cheat-proof event ordering for peer-to-peer games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Simple efficient load balancing algorithms for peer-to-peer systems
Proceedings of the sixteenth annual ACM symposium on Parallelism in algorithms and architectures
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
Flexible load distribution for hybrid distributed virtual environments
Future Generation Computer Systems
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In current Massively Multiplayer Online Games (MMOGs) the distribution of load is not distributed dynamically. But players tend to concentrate in certain regions of the game world and cause overload conditions. Therefore we propose the use of structured Peer-to-Peer technology for the server infrastructure of the MMOGs to improve the reliability and scalability. Previous work segmented the game work into rectangular areas but often split a group of players to different servers. This work presents a cluster-based P2P approach, which is able to dynamically adapt to the current state of the game and handle uneven distributions of players. We show through simulation, also with traces from real online games, that the cluster-based approach performs better than the previous P2P-based system.