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
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A communication architecture for massive multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Practical Grid Computing for Massively Multiplayer Games
Practical Grid Computing for Massively Multiplayer Games
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
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Implementation of a service platform for online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Patch scheduling for on-line games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
On demand platform for online games
IBM Systems Journal
AoIM in peer-to-peer multiplayer online games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Scenarios and middleware services for pervasive multiplatform networked games
WebMedia '06 Proceedings of the 12th Brazilian Symposium on Multimedia and the web
Peer clustering: a hybrid approach to distributed virtual environments
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Multiplayer networked gaming with the session initiation protocol
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
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
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Massively multiplayer online role-playing games: the past, present, and future
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A service based framework for developing mobile, collaborative games
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Vector-field consistency for ad-hoc gaming
Proceedings of the ACM/IFIP/USENIX 2007 International Conference on Middleware
Multiplayer networked gaming with the session initiation protocol
Computer Networks: The International Journal of Computer and Telecommunications Networking
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Dynamic composition of services for end-to-end information transport
IEEE Wireless Communications
Vector-field consistency for ad-hoc gaming
MIDDLEWARE2007 Proceedings of the 8th ACM/IFIP/USENIX international conference on Middleware
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
Controlling the transfer of Kinect data to a cloud-hosted games platform
Proceeding of the 23rd ACM Workshop on Network and Operating Systems Support for Digital Audio and Video
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Providing a satisfying experience for players of on-line first-person and multiplayer role-playing games is greatly influenced by the distribution and scalability of the game server infrastructure. Deploying a large, dedicated server infrastructure to support a single game title, however, is an expensive approach that does not make the best use of available resources. In this work-in-progress report, we propose a shared, on-demand service platform for hosting on-line games based on grid technology. A standards-based grid infrastructure provides economies of scale and high availability, necessary prerequisites for a successful on-line gaming service. We give an overview of the service architecture, and a detailed description of a number of middleware services that comprise the game hosting platform. In addition, we describe existing standards in grid technology and show how standard grid toolkit services can be leveraged to realize a gaming grid.