Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Low latency and cheat-proof event ordering for peer-to-peer games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Research note: Source models of network game traffic
Computer Communications
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
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Multiplayer computer games are becoming more and more popular. While much effort has been contributed to point-to-point communication based architecture and network game traffic, we proposed a server decentralized game architecture based on Jabber in order to have high availability, performance, scalability, fault tolerance and security. Three components of the architecture: players, game servers and record-keeper are defined and functioned. The architecture is implemented and instanced as a Chinese Chess game. The game data are packed with XML stanzas and delivered to the addressed player through XML streams. In order to test the availability, the game is experimented and the result is meaningful even though the test environment is rough.