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
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
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
Agents-based modeling for a peer-to-peer MMOG architecture
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
AoIM in peer-to-peer multiplayer online games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Challenges in peer-to-peer gaming
ACM SIGCOMM Computer Communication Review
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
Mediator: a design framework for P2P MMOGs
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
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
Matrix: adaptive middleware for distributed multiplayer games
Proceedings of the ACM/IFIP/USENIX 2005 International Conference on Middleware
Mammoth: a massively multiplayer game research framework
Proceedings of the 4th International Conference on Foundations of Digital Games
Distributed event delivery model for collaborative virtual simulations
CoNEXT '08 Proceedings of the 2008 ACM CoNEXT Conference
On mitigating network partitioning in peer-to-peer massively multiplayer games
ICCNMC'05 Proceedings of the Third international conference on Networking and Mobile Computing
A low-latency peer-to-peer approach for massively multiplayer games
AP2PC'05 Proceedings of the 4th international conference on Agents and Peer-to-Peer Computing
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Today, Massive Multi-player Online Game (MMOG) has taken an important part in the field of entertainment. But its increasing requirement of resources has brought a heavy burden to the game server. To address this problem, we propose a Structured Multi-Agent (SMA) model which divides the resources into groups by the Area of Interest (AOI) and builds itself on the pastry protocol. Then, every other agent can get the resources from the manager located by the pastry. Moreover, an algorithm called Assignment of Resource Processing License (ARPL) is implemented to constitute the core of SMA model. This algorithm guarantees the consistency of all resources by assigning events to the agents who have the processing licenses of resources. Through comparing with another P2P MMOG model, fine performance is indicated on SMA.