NPSNET-V: A New Beginning for Dynamically Extensible Virtual Environments
IEEE Computer Graphics and Applications
A Multicast Network Architecture for Large Scale Collaborative Virtual Environments
ECMAST '97 Proceedings of the Second European Conference on Multimedia Applications, Services and Techniques
A multi-user framework supporting video-based avatars
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Using autonomous avatars to simulate a large-scale multi-user networked virtual environment
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Load balancing for massively 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
Authority assignment in distributed multi-player proxy-based games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
ALVIC versus the internet: redesigning a networked virtual environment architecture
International Journal of Computer Games Technology - Networking for Computer Games
Network Architectures and Data Management for Massively Multiplayer Online Games
International Journal of Grid and High Performance Computing
SMOG: a cloud platform for seamless wide area migration of online games
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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Several propositions have been made in the last few years on what the optimal type of network architecture should be for networked games. Solutions range from pure peer-to-peer architectures to the classic client/server architecture with server allocation based on a fixed spatial subdivision scheme. In this paper, we elaborate on the design of ALVICNG, an extensible client/server architecture which allows for dynamic allocation of server capacity, combined with extensive means for player activity management and moderation. The framework has been designed in such a way that practical network issues such as NAT traversal are minimized. This is achieved by introducing an extra layer in the architecture, consisting of several proxy servers that channel the messages sent over the network. Besides a theoretical discussion, we will also go into the design of the simulation setup. By using this type of setup, we are able to provide actual figures that demonstrate the viability of the proposed solution.