A game theoretic approach to provide incentive and service differentiation in P2P networks
Proceedings of the joint international conference on Measurement and modeling of computer systems
Vivaldi: a decentralized network coordinate system
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
Overcoming free-riding behavior in peer-to-peer systems
ACM SIGecom Exchanges
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
TRIBLER: a social-based peer-to-peer system: Research Articles
Concurrency and Computation: Practice & Experience - Recent Advances in Peer-to-Peer Systems and Security (P2P 2006)
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Why share in peer-to-peer networks?
Proceedings of the 10th international conference on Electronic commerce
Adaptive Update Propagation for Low-Latency Massively Multi-User Virtual Environments
ICCCN '09 Proceedings of the 2009 Proceedings of 18th International Conference on Computer Communications and Networks
Taxonomy of trust: Categorizing P2P reputation systems
Computer Networks: The International Journal of Computer and Telecommunications Networking - Management in peer-to-peer systems
Routing in socially selfish delay tolerant networks
INFOCOM'10 Proceedings of the 29th conference on Information communications
INFOCOM'10 Proceedings of the 29th conference on Information communications
P2P trading in social networks: the value of staying connected
INFOCOM'10 Proceedings of the 29th conference on Information communications
Understanding and Improving Ratio Incentives in Private Communities
ICDCS '10 Proceedings of the 2010 IEEE 30th International Conference on Distributed Computing Systems
Improving online gaming quality using detour paths
Proceedings of the international conference on Multimedia
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Online games and social networks are cross-pollinating rapidly in today's Internet: Online social network sites are deploying more and more games in their systems, while online game providers are leveraging social networks to power their games. An intriguing development as it is, the operational challenge in the previous game persists, i. e., the large server operational cost remains a non-negligible obstacle for deploying high-quality multi-player games. Peer-to-peer based game network design could be a rescue, only if the game players' mutual resource contribution has been fully incentivized and efficiently scheduled. Exploring the unique advantage of social network based games (social games), we advocate to utilize social reciprocities among peers with social relationships for efficient contribution incentivization and scheduling, so as to power a high-quality online game with low server cost. In this paper, social reciprocity is exploited with two give-and-take ratios at each peer: (1) peer contribution ratio (PCR), which evaluates the reciprocity level between a pair of social friends, and (2) system contribution ratio (SCR), which records the give-and-take level of the player to and from the entire network. We design efficient peer-to-peer mechanisms for game state distribution using the two ratios, where each player optimally decides which other players to seek relay help from and help in relaying game states, respectively, based on combined evaluations of their social relationship and historical reciprocity levels. Our design achieves effective incentives for resource contribution, load balancing among relay peers, as well as efficient social-aware resource scheduling. We also discuss practical implementation concerns and implement our design in a prototype online social game. Our extensive evaluations based on experiments on PlanetLab verify that high-quality large-scale social games can be achieved with conservative server costs.