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
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
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
Mercury: supporting scalable multi-attribute range queries
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
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
Packet-dispersion techniques and a capacity-estimation methodology
IEEE/ACM Transactions on Networking (TON)
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
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
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
The impact and implications of the growth in residential user-to-user traffic
Proceedings of the 2006 conference on Applications, technologies, architectures, and protocols for computer communications
Load-balancing for peer-to-peer networked virtual environment
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Smartsockets: solving the connectivity problems in grid computing
Proceedings of the 16th international symposium on High performance distributed computing
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Robust resource allocation in a massive multiplayer online gaming environment
Proceedings of the 4th International Conference on Foundations of Digital Games
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
A protocol for distributed collision detection
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Scaling online games with adaptive interest management in the cloud
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Integration of P2P and clouds to support massively multiuser virtual environments
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
A session server architecture for mobile distributed virtual environments
Proceedings of the 12th International Conference on Information Integration and Web-based Applications & Services
Evaluating compass routing based AOI-cast by MOGs mobility models
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Dynamic reallocation rules on multi-server web-based MORPG system
International Journal of Grid and Utility Computing
Flexible load distribution for hybrid distributed virtual environments
Future Generation Computer Systems
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Many massively multiplayer online games use client-server architectures that have enormous server-side bandwidth requirements. Peer-to-peer game architectures provide better scaling, but open the game to additional cheating, since players are responsible for distributing events and storing state. We have developed a hybrid game architecture that maintains centralized control of state, while significantly reducing server bandwidth. The architecture uses a combination of client-server and peer-to-peer event distribution, so that only critical events are processed by the server. In addition, the architecture uses measurements and monitoring to ensure that players are capable of handling event distribution and are indeed providing this service. By lowering the bandwidth needed to host a game, while also providing a simple way to prevent cheating, our hybrid architecture allows game companies to support more concurrent players while still providing a controlled game experience. We deploy a game using the hybrid architecture on PlanetLab and use a measurement study to demonstrate its advantages over a client-server architecture.