Multicast routing in datagram internetworks and extended LANs
ACM Transactions on Computer Systems (TOCS)
Bayeux: an architecture for scalable and fault-tolerant wide-area data dissemination
NOSSDAV '01 Proceedings of the 11th international workshop on Network and operating systems support for digital audio and video
OceanStore: an architecture for global-scale persistent storage
ASPLOS IX Proceedings of the ninth international conference on Architectural support for programming languages and operating systems
A scalable content-addressable network
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Storage management and caching in PAST, a large-scale, persistent peer-to-peer storage utility
SOSP '01 Proceedings of the eighteenth ACM symposium on Operating systems principles
A communication architecture for massive multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
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
Application-Level Multicast Using Content-Addressable Networks
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
The Eigentrust algorithm for reputation management in P2P networks
WWW '03 Proceedings of the 12th international conference on World Wide Web
A reputation system for peer-to-peer networks
NOSSDAV '03 Proceedings of the 13th international workshop on Network and operating systems support for digital audio and video
Borg: a hybrid protocol for scalable application-level multicast in peer-to-peer networks
NOSSDAV '03 Proceedings of the 13th international workshop on Network and operating systems support for digital audio and video
Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
SCORE: a scalable communication protocol for large-scale virtual environments
IEEE/ACM Transactions on Networking (TON)
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
Determining Collisions between Moving Spheres for Distributed Virtual Environments
CGI '04 Proceedings of the Computer Graphics International
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
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A fully distributed architecture for massively multiplayer online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A Fair Synchronization Protocol with Cheat Proofing for Decentralized Online Multiplayer Games
NCA '04 Proceedings of the Network Computing and Applications, Third IEEE International Symposium
Peer-to-Peer Networked Field-type Virtual Environment by Using AtoZ
CW '04 Proceedings of the 2004 International Conference on Cyberworlds
FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Interest management middleware for networked games
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Adaptive Real-Time Update Dissemination in Distributed Virtual Simulation Environments
ISORC '05 Proceedings of the Eighth IEEE International Symposium on Object-Oriented Real-Time Distributed Computing
Mitigating information exposure to cheaters in real-time strategy games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
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
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Addressing cheating in distributed MMOGs
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
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
A Secure Event Agreement (SEA) protocol for peer-to-peer games
ARES '06 Proceedings of the First International Conference on Availability, Reliability and Security
Cheat detection for MMORPG on P2P environments
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Hack-proof synchronization protocol for multi-player online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A peer-to-peer architecture for massive 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
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
A spatial model of interaction in large virtual environments
ECSCW'93 Proceedings of the third conference on European Conference on Computer-Supported Cooperative Work
Requirements of Peer-to-Peer-based Massively Multiplayer Online Gaming
CCGRID '07 Proceedings of the Seventh IEEE International Symposium on Cluster Computing and the Grid
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
A Novel Approach to the Detection of Cheating in Multiplayer Online Games
ICECCS '07 Proceedings of the 12th IEEE International Conference on Engineering Complex Computer Systems
Mediator: a design framework for P2P MMOGs
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Exploring the feasibility of proactive reputations: Research Articles
Concurrency and Computation: Practice & Experience - Recent Advances in Peer-to-Peer Systems and Security (P2P 2006)
Local Reputation for P2P MMOG Design
PDCAT '07 Proceedings of the Eighth International Conference on Parallel and Distributed Computing, Applications and Technologies
Computer Networks: The International Journal of Computer and Telecommunications Networking
CCGRID '08 Proceedings of the 2008 Eighth IEEE International Symposium on Cluster Computing and the Grid
Secure Referee Selection for Fair and Responsive Peer-to-Peer Gaming
Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation
An Expedite State Dissemination Mechanism for MMOGs
ISPAN '08 Proceedings of the The International Symposium on Parallel Architectures, Algorithms, and Networks
P2P '08 Proceedings of the 2008 Eighth International Conference on Peer-to-Peer Computing
An Interest Management Mechanism Based on N-Tree
SNPD '08 Proceedings of the 2008 Ninth ACIS International Conference on Software Engineering, Artificial Intelligence, Networking, and Parallel/Distributed Computing
A federated peer-to-peer network game architecture
IEEE Communications Magazine
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
Deployment issues for the IP multicast service and architecture
IEEE Network: The Magazine of Global Internetworking
A survey of proposals for an alternative group communication service
IEEE Network: The Magazine of Global Internetworking
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Badumna: A decentralised network engine for virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Quiver: a middleware for distributed gaming
Proceedings of the 22nd international workshop on Network and Operating System Support for Digital Audio and Video
NSS'12 Proceedings of the 6th international conference on Network and System Security
Generation of synthetic workloads for multiplayer online gaming benchmarks
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
An adaptive multimedia streaming dissemination system for vehicular networks
Applied Soft Computing
Peer-to-Peer overlays for online games
Benchmarking Peer-to-Peer Systems
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Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale, and while classical Client/Server (C/S) architectures convey some benefits, they suffer from significant technical and commercial drawbacks. This realisation has sparked intensive research interest in adapting MMOGs to Peer-to-Peer (P2P) architectures. This paper articulates a comprehensive set of six design issues to be addressed by P2P MMOGs, namely Interest Management (IM), game event dissemination, Non-Player Character (NPC) host allocation, game state persistency, cheating mitigation and incentive mechanisms. Design alternatives for each issue are systematically compared, and their interrelationships discussed. We further evaluate how well representative P2P MMOG architectures fulfil the design criteria.