A sweepline algorithm for Voronoi diagrams
SCG '86 Proceedings of the second annual symposium on Computational geometry
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
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
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Using n-trees for scalable event ordering in peer-to-peer games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Game state and event distribution using proxy technology and application layer multicast
Proceedings of the 13th annual ACM international conference on Multimedia
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
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Enhancing Neighborship Consistency for Peer-to-Peer Distributed Virtual Environments
ICDCSW '07 Proceedings of the 27th International Conference on Distributed Computing Systems Workshops
Modeling Heterogeneous User Churn and Local Resilience of Unstructured P2P Networks
ICNP '06 Proceedings of the Proceedings of the 2006 IEEE International Conference on Network Protocols
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
QuON: a quad-tree-based overlay protocol for distributed virtual worlds
International Journal of Advanced Media and Communication
Multiplayer Online Games over scale-free networks: a viable solution?
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Avatar movement in World of Warcraft battlegrounds
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Group movement in World of Warcraft Battlegrounds
International Journal of Advanced Media and Communication
The near-term feasibility of P2P MMOG's
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
A protocol for distributed collision detection
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Network bandwidth evaluation of a hybrid peer-to-peer massively multiplayer framework
Proceedings of the International Conference on the Foundations of Digital Games
NSS'12 Proceedings of the 6th international conference on Network and System Security
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Massively Multiplayer Online Games and Virtual Worlds are among the most popular applications on the Internet. As player numbers increase, the limits of the currently dominant client/server architecture are becoming obvious. To overcome those limits, the research community has developed protocols for these applications based on peer-to-peer technologies. However, no consensus has been found yet on how the potential of peer-to-peer can be optimally used for these applications. In this paper, we compare and evaluate three classes of proposed architectures that within themselves share common design principles. One representative protocol of each class is examined in greater detail. The performance of these protocols is then evaluated in different scenarios in a series of simulations. We show, that the architecture with the best performance in message delay is the one relying on mutual notification for detecting new neighbors and on direct connections to all neighbors for exchanging event messages. Furthermore, this architecture is still competitive regarding the required bandwidth.