Experience with Grapevine: the growth of a distributed system
ACM Transactions on Computer Systems (TOCS)
Epidemic algorithms for replicated database maintenance
PODC '87 Proceedings of the sixth annual ACM Symposium on Principles of distributed computing
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
A scalable content-addressable network
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Scalable and Secure Resource Location
HICSS '00 Proceedings of the 33rd Hawaii International Conference on System Sciences-Volume 4 - Volume 4
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Publius: a robust, tamper-evident, censorship-resistant web publishing system
SSYM'00 Proceedings of the 9th conference on USENIX Security Symposium - Volume 9
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
A geographic redirection service for on-line games
MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
Distributed server replication in large scale networks
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Discovering First Person Shooter game servers online: techniques and challenges
International Journal of Advanced Media and Communication
P2P Networking and Applications
P2P Networking and Applications
Measurement and estimation of network QoS among peer Xbox 360 game players
PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
Deploying a massively multiplayer online game with a low-latency server infrastructure
Information Technology and Management
REED: Optimizing first person shooter game server discovery using network coordinates
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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Networked First Person Shooter (FPS) games are amongst the most popular multiuser applications on the Internet today. At any given time, there are thousands of servers available to a potential player. We describe and analyse the existing mechanisms for locating these game servers. The mechanisms are found to be inefficient and do not scale well. We propose and describe a distributed peer-to-peer server discovery mechanism. This is a work in progress.