Selection algorithms for replicated Web servers
ACM SIGMETRICS Performance Evaluation Review
IDMaps: a global internet host distance estimation service
IEEE/ACM Transactions on Networking (TON)
On the use and performance of content distribution networks
IMW '01 Proceedings of the 1st ACM SIGCOMM Workshop on Internet Measurement
High-density model for server allocation and placement
SIGMETRICS '02 Proceedings of the 2002 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Locales: Supporting Large Multiuser Virtual Environments
IEEE Computer Graphics and Applications
A Precise and Efficient Evaluation of the Proximity Between Web Clients and Their Local DNS Servers
ATEC '02 Proceedings of the General Track of the annual conference on USENIX Annual Technical Conference
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Communication Architectures for Massive Multi-Player Games
Multimedia Tools and Applications
Server Placement Algorithms for the Construction of a QoS Enabled Gaming Infrastructure
ISCC '05 Proceedings of the 10th IEEE Symposium on Computers and Communications
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
The effect of latency and network limitations on MMORPGs: a field study of everquest2
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
On the provision of immersive audio communication to massively multi-player online games
ISCC '04 Proceedings of the Ninth International Symposium on Computers and Communications 2004 Volume 2 (ISCC"04) - Volume 02
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-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
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
Enhanced mirrored servers for network games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
On content delivery network implementation
Computer Communications
The Trickle-Down Effect: Web Caching and Server Request Distribution
Computer Communications
Modeling content delivery networks and their performance
Computer Communications
A federated peer-to-peer network game architecture
IEEE Communications Magazine
A distributed control law for load balancing in content delivery networks
IEEE/ACM Transactions on Networking (TON)
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Improvement of Multiplayer Online Game (MOG) performance has been addressed by different means. The number of simultaneous online users, the variable latency of the network owing to overload in the servers and the bandwidth required to ensure a good quality-of-service are the principal problems in MOG. This paper proposes an architecture that could improve the performance of previous proposals, using a Content Distribution Network (CDN) infrastructure. The core element in a CDN is the redirection algorithm which will send the players to the most adequate server according to network conditions. CDN provides a reduction in latency and at the same time a load balancing mechanism among players.