IEEE Standard for Information Technology - Portable Operating Interface System, 1387.2-1995: Administration
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
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
A federated peer-to-peer network game architecture
IEEE Communications Magazine
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Performance Modelling of Multicast Groups for Multiplayer Games in Peer-to-Peer Networks
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
On using Content Delivery Networks to improve MOG performance
International Journal of Advanced Media and Communication
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Massive multi-player games are characterized by a large number of participating players. It is therefore essential that an appropriate communication architecture is deployed in order to support an ever growing number of players. Several such architectures have been proposed, including client-server and peer-to-peer architectures. In this paper, we propose a systematic method to assess the scalability of different architectures in order to identify the most appropriate one for specific game types. The model proposed is very general in that it covers centralized, distributed, and hybrid architectures and it is applied to the client-server, peer-to-peer and the newly introduced federated peer-to-peer architecture. Quantitative expressions that capture the effect of various game types are derived, and the trade-offs among the architectures are identified.