A synthetic traffic model for Quake3
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Sinfonia: a new paradigm for building scalable distributed systems
Proceedings of twenty-first ACM SIGOPS symposium on Operating systems principles
Floodless in seattle: a scalable ethernet architecture for large enterprises
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Paceline: latency management through adaptive output
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
Self-organizing spatial publish subscribe
Proceedings of the 8th ACM international conference on Autonomic computing
Sender-side buffers and the case for multimedia adaptation
Communications of the ACM
Sender-side Buffers and the Case for Multimedia Adaptation
Queue - Networks
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Traditional client-server online games do not scale well in terms of the number of players they can support. Most of this is due to the quadratic growth of bandwidth requirements as the number of players increases, and the limitations on processing power of any single machine. Considering the excitement a first-person shooter (FPS) game can provide by bringing an epic scale online battle to real life, we present a scalable cloud-based architecture able to host hundreds of players in an online FPS game. We host the game in a cloud, rather than on a single machine, and reduce aggregate bandwidth requirements of the game by using a scalable publish-subscribe subsystem. Each player expresses its preferences about other players using an interest set, and receives updates accordingly. Our evaluations, both in a testbed and cloud environment, show our architecture can scale to hundreds of players, an order of magnitude more players than state-of-the-art FPS game servers can currently support.