Inside MASSIVE-3: flexible support for data consistency and world structuring
Proceedings of the third international conference on Collaborative virtual environments
SOSP '01 Proceedings of the eighteenth ACM symposium on Operating systems principles
An Evaluation of Grouping Techniques for State Dissemination in Networked Multi-User Games
MASCOTS '01 Proceedings of the Ninth International Symposium in Modeling, Analysis and Simulation of Computer and Telecommunication Systems
Network intrusion detection: evasion, traffic normalization, and end-to-end protocol semantics
SSYM'01 Proceedings of the 10th conference on USENIX Security Symposium - Volume 10
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
A fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Comparison of delivery architectures for immersive audio in crowded networked games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Adaptive server selection for large scale interactive online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Massively multi-player games: matching game design with technical design
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Practical Middleware for Massively Multiplayer Online Games
IEEE Internet Computing
Multiuser 3D virtual simulation environments support in the Gnutella peer-to-peer network
Journal of Parallel and Distributed Computing - Special issue: Design and performance of networks for super-, cluster-, and grid-computing: Part II
Greedy Algorithms for Client Assignment in Large-Scale Distributed Virtual Environments
Proceedings of the 20th Workshop on Principles of Advanced and Distributed Simulation
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Using local lag and timewarp to improve performance for real life multi-player online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Applicability of group communication for increased scalability in MMOGs
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Authority assignment in distributed multi-player proxy-based games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Peer clustering: a hybrid approach to distributed virtual environments
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Load-balancing for peer-to-peer networked virtual environment
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Network game design: hints and implications of player interaction
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Server topology considerations in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
RTF: a real-time framework for developing scalable multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Improving end-to-end quality-of-service in online multi-player wireless gaming networks
Computer Communications
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
The farther relay and oracle for VANET. preliminary results
Proceedings of the 4th Annual International Conference on Wireless Internet
Autonomic microcell assignment in massively distributed online virtual environments
Journal of Network and Computer Applications
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
International Journal of Computers and Applications
On using Content Delivery Networks to improve MOG performance
International Journal of Advanced Media and Communication
Multiplayer Online Games over scale-free networks: a viable solution?
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Mobile games through the nets: a cross-layer architecture for seamless playing
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Efficient client-to-server assignments for distributed virtual environments
IPDPS'06 Proceedings of the 20th international conference on Parallel and distributed processing
Design and implementation of a multifunction, modular and extensible proxy server
ICN'05 Proceedings of the 4th international conference on Networking - Volume Part I
Methods and network architecture for modifying extensible virtual environment to support mobility
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
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In this work-in-progress report we present the general outline of a research project which aims at providing proxy support for networked computer games. The problems of both client-server and fully replicated architectures are discussed and we reason that employing proxy technology, which has been successfully used for other networked applications, is advantageous for this class of applications as well. In particular we describe how a proxy system for networked computer games can help with providing congestion control, achieving robustness, minimizing the impact of network delay and providing fairness.