The grid: blueprint for a new computing infrastructure
The grid: blueprint for a new computing infrastructure
A scalable architecture for supporting interactive games on the internet
Proceedings of the sixteenth workshop on Parallel and distributed simulation
Implementation of a service platform for online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Rokkatan: scaling an RTS game design to the massively multiplayer realm
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Dynamic service provisioning for multiplayer online games
APPT'05 Proceedings of the 6th international conference on Advanced Parallel Processing Technologies
Edutain@Grid: A Business Grid Infrastructure for Real-Time On-Line Interactive Applications
GECON '08 Proceedings of the 5th international workshop on Grid Economics and Business Models
A business-oriented Cloud federation model for real-time applications
Future Generation Computer Systems
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Massively multiplayer online games (MMOG) require large amounts of computational resources for providing a responsive and scalable gameplay for thousands of concurrently participating players. In current MMOG, large data-centers are dedicated to a particular game title. Such static hosting requires a huge upfront investment and carries the risk of false estimation of user demand. The concept of grid computing allows to use resources on-demand in a dynamic way, and is therefore a promising approach for MMOG services to overcome the limitations of static game provisioning. In this paper, we discuss different parallelization mechanisms for massively multiplayer gaming and grid architecture concepts suitable for on-demand game services. The work presented here provides both a state-of-the-art analysis and conceptual use case discussion: We outline the new European project edutain@grid which targets at scaling real-time interactive online applications and MMOG, including First Person Shooter (FPS) and Real-Time Strategy (RTS) games, in an on-demand manner using a distributed grid architecture. Finally, we describe our experimental online game Rokkatan and report experimental scalability results for this game on a multi-server grid architecture