Alice: lessons learned from building a 3D system for novices
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Gedi: a game engine for teaching videogame design and programming
Journal of Computing Sciences in Colleges
Practical Middleware for Massively Multiplayer Online Games
IEEE Internet Computing
Plug-replaceable consistency maintenance for multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Using local lag and timewarp to improve performance for real life multi-player online games
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
NGS: an application layer network game simulator
Proceedings of the 3rd Australasian conference on Interactive entertainment
ATLAS: A Scalable Network Framework for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
RTF: a real-time framework for developing scalable multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Persistence in massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
A scalable architecture for massive multi-player online games using peer-to-peer overlay
ICACT'10 Proceedings of the 12th international conference on Advanced communication technology
Triangle-based obstacle-aware load balancing for massively multiplayer games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
RTSenv: an experimental environment for real-time strategy games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Language expressiveness and quality of service for publish/subscribe systems
Proceedings of the 9th Middleware Doctoral Symposium of the 13th ACM/IFIP/USENIX International Middleware Conference
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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This paper presents Mammoth, a massively multiplayer game research framework designed for experimentation in an academic setting. Mammoth provides a modular architecture where different components, such as the network engine, the replication engine, or interest management, can easily be replaced. Subgames allow a researcher to define different game goals, for instance, in order to evaluate the effects of different team-play tactics on the game performance. Mammoth also offers a modular and flexible infrastructure for the definition of non-player characters with behavior controlled by complex artificial intelligence algorithms. This paper focuses on the Mammoth architecture, demonstrating how good design practices can be used to create a modular framework where researchers from different research domains can conduct their experiments. The effectiveness of the architecture is demonstrated by several successful research projects accomplished using the Mammoth framework.