ACM Transactions on Programming Languages and Systems (TOPLAS)
Networked virtual environments
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Random early detection gateways for congestion avoidance
IEEE/ACM Transactions on Networking (TON)
Managing update conflicts in Bayou, a weakly connected replicated storage system
SOSP '95 Proceedings of the fifteenth ACM symposium on Operating systems principles
Geometric algorithms for message filtering in decentralized virtual environments
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Chord: A scalable peer-to-peer lookup service for internet applications
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Storage management and caching in PAST, a large-scale, persistent peer-to-peer storage utility
SOSP '01 Proceedings of the eighteenth ACM symposium on Operating systems principles
Group communication specifications: a comprehensive study
ACM Computing Surveys (CSUR)
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Parallel and Distribution Simulation Systems
Parallel and Distribution Simulation Systems
Distributed Simulation
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
IPTPS '01 Revised Papers from the First International Workshop on Peer-to-Peer Systems
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
Application specific data replication for edge services
WWW '03 Proceedings of the 12th international conference on World Wide Web
The Eigentrust algorithm for reputation management in P2P networks
WWW '03 Proceedings of the 12th international conference on World Wide Web
A reputation system for peer-to-peer networks
NOSSDAV '03 Proceedings of the 13th international workshop on Network and operating systems support for digital audio and video
Secure routing for structured peer-to-peer overlay networks
ACM SIGOPS Operating Systems Review - OSDI '02: Proceedings of the 5th symposium on Operating systems design and implementation
Developing Online Games: An Insider's Guide
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MASSIVE: a distributed virtual reality system incorporating spatial trading
ICDCS '95 Proceedings of the 15th International Conference on Distributed Computing Systems
Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
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Lightweight probabilistic broadcast
ACM Transactions on Computer Systems (TOCS)
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Introducing reliability in content-based publish-subscribe through epidemic algorithms
Proceedings of the 2nd international workshop on Distributed event-based systems
Massively Multiplayer Middleware
Queue - Game Development
SCORE: a scalable communication protocol for large-scale virtual environments
IEEE/ACM Transactions on Networking (TON)
Scalable resilient media streaming
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
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
Analysis of state exposure control to prevent cheating in online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Mercury: supporting scalable multi-attribute range queries
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
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
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A cheat controlled protocol for centralized online multiplayer games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A Fair Synchronization Protocol with Cheat Proofing for Decentralized Online Multiplayer Games
NCA '04 Proceedings of the Network Computing and Applications, Third IEEE International Symposium
FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
Mitigating information exposure to cheaters in real-time strategy games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Using n-trees for scalable event ordering in peer-to-peer games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Preventing bots from playing online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
On the effects of loose causal consistency in mobile multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Addressing cheating in distributed MMOGs
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A distributed event delivery method with load balancing for MMORPG
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A Secure Event Agreement (SEA) protocol for peer-to-peer games
ARES '06 Proceedings of the First International Conference on Availability, Reliability and Security
Understanding Video Games
Using a distributed quadtree index in peer-to-peer networks
The VLDB Journal — The International Journal on Very Large Data Bases
Cheat detection for MMORPG on P2P environments
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Hack-proof synchronization protocol for multi-player online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A peer-to-peer architecture for massive multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Protecting online games against cheating
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
A spatial model of interaction in large virtual environments
ECSCW'93 Proceedings of the third conference on European Conference on Computer-Supported Cooperative Work
Peer-to-peer communication across network address translators
ATEC '05 Proceedings of the annual conference on USENIX Annual Technical Conference
Total recall: system support for automated availability management
NSDI'04 Proceedings of the 1st conference on Symposium on Networked Systems Design and Implementation - Volume 1
Efficient replica maintenance for distributed storage systems
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
A Novel Approach to the Detection of Cheating in Multiplayer Online Games
ICECCS '07 Proceedings of the 12th IEEE International Conference on Engineering Complex Computer Systems
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Playability heuristics for mobile multi-player games
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Amaze: A Multiplayer Computer Game
IEEE Software
Is a bot at the controls?: Detecting input data attacks
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Time-stamp service makes real-time gaming cheat-free
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Exploring the feasibility of proactive reputations: Research Articles
Concurrency and Computation: Practice & Experience - Recent Advances in Peer-to-Peer Systems and Security (P2P 2006)
A Survey of Lightweight-Cryptography Implementations
IEEE Design & Test
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
Computer Networks: The International Journal of Computer and Telecommunications Networking
CCGRID '08 Proceedings of the 2008 Eighth IEEE International Symposium on Cluster Computing and the Grid
Practical trust management without reputation in peer-to-peer games
Multiagent and Grid Systems - Grid Computing, high performance and distributed applications
Near-optimal dynamic replication in unstructured peer-to-peer networks
Proceedings of the twenty-seventh ACM SIGMOD-SIGACT-SIGART symposium on Principles of database systems
AC/DC: an algorithm for cheating detection by cheating
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
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
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Exploiting online games: cheating massively distributed systems
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P2P '08 Proceedings of the 2008 Eighth International Conference on Peer-to-Peer Computing
Scalable reputation management with trustworthy user selection for P2P MMOGs
International Journal of Advanced Media and Communication
IEEE Transactions on Parallel and Distributed Systems
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Stealth measurements for cheat detection in on-line games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Game bot identification based on manifold learning
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Efficient triangulation for P2P networked virtual environments
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Mammoth: a massively multiplayer game research framework
Proceedings of the 4th International Conference on Foundations of Digital Games
T-Man: Gossip-based fast overlay topology construction
Computer Networks: The International Journal of Computer and Telecommunications Networking
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
A hybrid P2P communications architecture for zonal MMOGs
Multimedia Tools and Applications
VoroGame: a hybrid P2P architecture for massively multiplayer games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
IEEE Internet Computing
Peer to peer multidimensional overlays: approximating complex structures
OPODIS'07 Proceedings of the 11th international conference on Principles of distributed systems
Second life: a social network of humans and bots
Proceedings of the 20th international workshop on Network and operating systems support for digital audio and video
Measurement and analysis of World of Warcraft in mobile WiMAX networks
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Distributed avatar management for Second Life
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Peer NAT proxies for peer-to-peer games
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
PlayerRating: a reputation system for multiplayer online games
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Badumna: A decentralised network engine for virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
FlightPath: obedience vs. choice in cooperative services
OSDI'08 Proceedings of the 8th USENIX conference on Operating systems design and implementation
Bandwidth-aware Peer-to-Peer 3D streaming
International Journal of Advanced Media and Communication
The design of a reliable reputation system
Electronic Commerce Research
OSDI'10 Proceedings of the 9th USENIX conference on Operating systems design and implementation
Energy-efficient gaming on mobile devices using dead reckoning-based power management
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
The near-term feasibility of P2P MMOG's
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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Scaling online games with adaptive interest management in the cloud
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Integration of P2P and clouds to support massively multiuser virtual environments
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
IEEE/ACM Transactions on Networking (TON)
Principles of Distributed Database Systems
Principles of Distributed Database Systems
On blind mice and the elephant: understanding the network impact of a large distributed system
Proceedings of the ACM SIGCOMM 2011 conference
Broadband internet performance: a view from the gateway
Proceedings of the ACM SIGCOMM 2011 conference
LiFTinG: lightweight freerider-tracking in gossip
Proceedings of the ACM/IFIP/USENIX 11th International Conference on Middleware
Transaction Models for Massively Multiplayer Online Games
SRDS '11 Proceedings of the 2011 IEEE 30th International Symposium on Reliable Distributed Systems
Creating and maintaining replicas in unstructured peer-to-peer systems
Euro-Par'06 Proceedings of the 12th international conference on Parallel Processing
Traffic modeling of player action categories in a MMORPG
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Cheat-proof peer-to-peer trading card games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Cheat detection and prevention in P2P MOGs
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
A Survey of State Persistency in Peer-to-Peer Massively Multiplayer Online Games
IEEE Transactions on Parallel and Distributed Systems
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures
IEEE Transactions on Multimedia
A case for end system multicast
IEEE Journal on Selected Areas in Communications
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Modeling Avatar Mobility of Networked Virtual Environments
Proceedings of International Workshop on Massively Multiuser Virtual Environments
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Scalability, fast response time, and low cost are of utmost importance in designing a successful massively multiplayer online game. The underlying architecture plays an important role in meeting these conditions. Peer-to-peer architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability. They can also achieve fast response times by creating direct connections between players. However, these architectures face many challenges. Distributing a game among peers makes maintaining control over the game more complex. Peer-to-peer architectures also tend to be vulnerable to churn and cheating. Moreover, different genres of games have different requirements that should be met by the underlying architecture, rendering the task of designing a general-purpose architecture harder. Many peer-to-peer gaming solutions have been proposed that utilize a range of techniques while using somewhat different and confusing terminologies. This article presents a comprehensive overview of current peer-to-peer solutions for massively multiplayer games using a uniform terminology.