Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
STOC '97 Proceedings of the twenty-ninth annual ACM symposium on Theory of computing
A scalable content-addressable network
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Chord: a scalable peer-to-peer lookup protocol for internet applications
IEEE/ACM Transactions on Networking (TON)
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
Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
P-Grid: a self-organizing structured P2P system
ACM SIGMOD Record
On index load balancing in scalable P2P media distribution
Multimedia Tools and Applications
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Scaling in games and virtual worlds
Communications of the ACM - Designing games with a purpose
VoroGame: a hybrid P2P architecture for massively multiplayer games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
P2P spatial query processing by delaunay triangulation
W2GIS'04 Proceedings of the 4th international conference on Web and Wireless Geographical Information Systems
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
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In this paper, we report the findings we gathered in designing and implementing a system that provides a distributed massive simulation environment. Massive Battle is a system capable of simulating historical battles for the purpose of learning and to carry out historical researches (e.g. what-if scenarios). We present a distributed implementation of Massive Battle and some early tests. We report and discuss some analysis of the problems related to the workload distribution in this particular environment. We report how is possible to measure a better load balancing by adopting a more general scheme of computation that generalize the assignments that each peer has to complete together with simulation.