An open graph visualization system and its applications to software engineering
Software—Practice & Experience - Special issue on discrete algorithm engineering
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
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
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Controlling Gossip Protocol Infection Pattern Using Adaptive Fanout
ICDCS '05 Proceedings of the 25th IEEE International Conference on Distributed Computing Systems
FILA in gameland, a holistic approach to a problem of many dimensions
Computers in Entertainment (CIE) - 3rd anniversary issue
Distribution of first person shooter online multiplayer games
International Journal of Advanced Media and Communication
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
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
Limited Scale-Free Overlay Topologies for Unstructured Peer-to-Peer Networks
IEEE Transactions on Parallel and Distributed Systems
Simulation of scale-free networks
Proceedings of the 2nd International Conference on Simulation Tools and Techniques
Multiplayer Online Games over scale-free networks: a viable solution?
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Unstructured peer-to-peer networks: topological properties and search performance
AP2PC'04 Proceedings of the Third international conference on Agents and Peer-to-Peer Computing
Gossiping for resource discovering: An analysis based on complex network theory
Future Generation Computer Systems
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In this paper we show that gossip algorithms may be effectively used to disseminate game events in Peer-to-Peer (P2P) Multiplayer Online Games (MOGs). Game events are disseminated through an overlay network. The proposed scheme exploits the typical behavior of players to tune the data dissemination. In fact, it is well known that users playing a MOG typically generate game events at a rate that can be approximated using some (game dependent) probability distribution. Hence, as soon as a given node experiences a reception rate, for messages coming from a given peer, which is lower than expected, it can send a stimulus to the neighbor that usually forwards these messages, asking it to increase its dissemination probability. Three variants of this approach will be studied. According to the first one, upon reception of a stimulus from a neighbor, a peer increases its dissemination probability towards that node irrespectively from the sender. In the second protocol a peer increases only the dissemination probability for a given sender towards all its neighbors. Finally, the third protocol takes into consideration both the sender and the neighbor in order to decide how to increase the dissemination probability. We performed extensive simulations to assess the efficacy of the proposed scheme, and based on the simulation results we compare the different dissemination protocols. The results confirm that adaptive gossip schemes are indeed effective and deserve further investigation.