PADS '93 Proceedings of the seventh workshop on Parallel and distributed simulation
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
IDMaps: a global internet host distance estimation service
IEEE/ACM Transactions on Networking (TON)
A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
End-Host Multicast Communication Using Switch-Trees Protocols
CCGRID '02 Proceedings of the 2nd IEEE/ACM International Symposium on Cluster Computing and the Grid
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
FILA in gameland, a holistic approach to a problem of many dimensions
Computers in Entertainment (CIE) - 3rd anniversary issue
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A proposal of encoded computations for distributed massively multiplayer online services
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Peer clustering: a hybrid approach to distributed virtual environments
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
Enhanced mirrored servers for network games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
Encoding for secure computations in distributed interactive real-time applications
Computer Communications
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
Secure Referee Selection for Fair and Responsive Peer-to-Peer Gaming
Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation
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 effects of local lag on tightly-coupled interaction in distributed groupware
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Robust resource allocation in a massive multiplayer online gaming environment
Proceedings of the 4th International Conference on Foundations of Digital Games
International Journal of Computers and Applications
On using Content Delivery Networks to improve MOG performance
International Journal of Advanced Media and Communication
Transactional memory support for scalable and transparent parallelization of multiplayer games
Proceedings of the 5th European conference on Computer systems
NBiS'07 Proceedings of the 1st international conference on Network-based information systems
Multiplayer Online Games over scale-free networks: a viable solution?
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
A preliminary evaluation of backup servers for longer gaming sessions in MANETs
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Compensation-aware runtime monitoring
RV'10 Proceedings of the First international conference on Runtime verification
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Adaptive event dissemination for peer-to-peer multiplayer online games
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Quiver: a middleware for distributed gaming
Proceedings of the 22nd international workshop on Network and Operating System Support for Digital Audio and Video
Mobile online gaming via resource sharing
Proceedings of the 5th International ICST Conference on Simulation Tools and Techniques
GBLT-VG for High User Densities by User Group Behavior and Hot Point in MMO Virtual Environment
Journal of Network and Systems Management
Safer asynchronous runtime monitoring using compensations
Formal Methods in System Design
Network Architectures and Data Management for Massively Multiplayer Online Games
International Journal of Grid and High Performance Computing
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Existing online multiplayer games typically use a client-server model, which introduces added latency as well as a single bottleneck and single point of failure to the game. Distributed multiplayer games minimize latency and remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games.We look at TSS in the environment of a mirrored game architecture, which is a hybrid between traditional centralized architectures and the more scalable peer-to-peer architectures. Mirrored architectures allow for improved performance compared to client-server architectures while at the same time allowing for a greater degree of centralized administration than peer-to-peer architectures.We evaluate the performance of TSS and other synchronization methods through simulation and examine heuristics for selecting the synchronization delays needed for TSS.