Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
A scalable architecture for supporting interactive games on the internet
Proceedings of the sixteenth workshop on Parallel and distributed simulation
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Putting AI in Entertainment: An AI Authoring Tool for Simulation and Games
IEEE Intelligent Systems
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
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Load-balancing for peer-to-peer networked virtual environment
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
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
Mediator: a design framework for P2P MMOGs
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Matrix: adaptive middleware for distributed multiplayer games
Proceedings of the ACM/IFIP/USENIX 2005 International Conference on Middleware
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Model-based design of computer-controlled game character behavior
MODELS'07 Proceedings of the 10th international conference on Model Driven Engineering Languages and Systems
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To test and benchmark Massively Multiplayer Online Games (MMOGs) requires hundreds, if not thousands of human players. Given this impracticality, many researchers substitute experimentation with simulation. However, when investigating performance and scalability issues, simulated experiments often yield results that heavily depend on the experimental setup. This paper critically reflects on the use of simulation to conduct experiments in MMOGs. Using Mammoth, a MMOGs research framework, performance measurements such as CPU usage, memory usage and used network bandwidth are collected while running the same game scenario using five different simulation setups. The results are analyzed, and the discovered differences are discussed. The paper concludes that experiments which are aimed at measuring the performance of a MMOGs using simulations must be designed very carefully, especially if they are run on a single machine.