On power-law relationships of the Internet topology
Proceedings of the conference on Applications, technologies, architectures, and protocols for computer communication
Proceedings of the 9th international World Wide Web conference on Computer networks : the international journal of computer and telecommunications netowrking
A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
HLA-based Adaptive Distributed Simulation of Wireless Mobile Systems
Proceedings of the seventeenth workshop on Parallel and distributed simulation
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Controlling Gossip Protocol Infection Pattern Using Adaptive Fanout
ICDCS '05 Proceedings of the 25th IEEE International Conference on Distributed Computing Systems
Gossip-based aggregation in large dynamic networks
ACM Transactions on Computer Systems (TOCS)
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A distributed architecture for MMORPG
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A comparison of structured and unstructured P2P approaches to heterogeneous random peer selection
ATC'07 2007 USENIX Annual Technical Conference on Proceedings of the USENIX Annual Technical Conference
The Brave New World of Multiplayer Online Games: Synchronization Issues with Smart Solutions
ISORC '08 Proceedings of the 2008 11th IEEE Symposium on Object Oriented Real-Time Distributed Computing
A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks
Proceedings of the second international conference on Distributed event-based systems
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Performance analysis of game world partitioning methods for multiplayer mobile gaming
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Simulation of scale-free networks
Proceedings of the 2nd International Conference on Simulation Tools and Techniques
Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures
IEEE Transactions on Multimedia
A scalable peer-to-peer-overlay for real-time massively multiplayer online games
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Adaptive event dissemination for peer-to-peer multiplayer online games
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Gossiping for resource discovering: An analysis based on complex network theory
Future Generation Computer Systems
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In this paper we discuss the viability of deploying Multiplayer Online Games (MOGs) over scale-free networks. We employ a general peer-to-peer overlay network; nodes have a number of neighbors which follows a power law distribution, pk ~ k-α, the usual degree distribution that characterizes scale-free nets. Game events generated by nodes during the game evolution are disseminated through the network, based on some (push) gossip protocols run over the created overlay. We experiment with different gossip protocols. Results demonstrate that the employed gossip protocol may greatly influence the ability of disseminating the game data through the scale-free network. In particular, when gossip is performed using a small dissemination probability, a non-negligible percentage of the network is not able to receive the message. This implies that not all players might be able to perceive the game event. Hence, parameters of gossip protocols must be properly tuned to guarantee a full network coverage. Concurrently, it is shown that, due to their low diameter, the use of scale-free networks allows to disseminate game events in very few steps. This could ensure a high level of responsiveness on the dissemination of game events, which is the main objective to pursue when dealing with MOGs.