ACM Transactions on Programming Languages and Systems (TOPLAS)
Providing high availability using lazy replication
ACM Transactions on Computer Systems (TOCS)
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
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
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
Rokkatan: scaling an RTS game design to the massively multiplayer realm
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Applying database replication to multi-player online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Database research opportunities in computer games
ACM SIGMOD Record
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
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Persistence in massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Event semantics in event dissemination architectures for massive multiuser virtual environments
Proceedings of the Fourth ACM International Conference on Distributed Event-Based Systems
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Towards an adaptive event dissemination middleware for MMVEs
Proceedings of the 5th ACM international conference on Distributed event-based system
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Triggered by the fast evolving technical capabilities for implementing distributed global scale applications, online games have grown to a huge industry in recent years. Particularly, Massive Multiuser Virtual Environments (MMVEs), which allow for simultaneous activity of thousands of players in a virtual world, have been tremendously successful. Current architectures, however, use centralized approaches, which obviously do not scale beyond a certain point. Distributed event-based systems are a promising approach to reach both, performing and scalable architectures. The potential of this approach can only be fully exploited if event semantics is used to optimize event handling. Existing approaches actually do this to some degree, but typically in a very application specific manner. There is no generally applicable framework for classifying events according to their relevant semantic properties. In this paper, we propose a generally applicable classification of events as a first step on the way to flexibly adaptable generic event management systems. We exemplify the relevance of our semantic properties by classifying typical events in an existing MMVE. We discuss existing optimization strategies based on our semantic classification and outline a corresponding architecture.