Bayeux: an architecture for scalable and fault-tolerant wide-area data dissemination
NOSSDAV '01 Proceedings of the 11th international workshop on Network and operating systems support for digital audio and video
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
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
Middleware '01 Proceedings of the IFIP/ACM International Conference on Distributed Systems Platforms Heidelberg
The Eigentrust algorithm for reputation management in P2P networks
WWW '03 Proceedings of the 12th international conference on World Wide Web
Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A distributed event delivery method with load balancing for MMORPG
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
System-performance modeling for massively multiplayer online role-playing 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
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
StarBED and SpringOS: large-scale general purpose network testbed and supporting software
valuetools '06 Proceedings of the 1st international conference on Performance evaluation methodolgies and tools
Challenges in peer-to-peer gaming
ACM SIGCOMM Computer Communication Review
Applicability of group communication for increased scalability in MMOGs
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A distributed architecture for MMORPG
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
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
NGS: an application layer network game simulator
Proceedings of the 3rd Australasian conference on Interactive entertainment
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
ATLAS: A Scalable Network Framework for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Mediator: a design framework for P2P MMOGs
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Encoding for secure computations in distributed interactive real-time applications
Computer Communications
Practical trust management without reputation in peer-to-peer games
Multiagent and Grid Systems - Grid Computing, high performance and distributed applications
Optimistic load balancing in a distributed virtual environment
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
A3: A Novel Interest Management Algorithm for Distributed Simulations of MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Load Skew in Cell-Based Interest Management Systems
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Clustering players for load balancing in virtual worlds
International Journal of Advanced Media and Communication
Decentralized message ordering for publish/subscribe systems
Proceedings of the ACM/IFIP/USENIX 2006 International Conference on Middleware
Efficient triangulation for P2P networked virtual environments
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Persistence in massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Robust resource allocation in a massive multiplayer online gaming environment
Proceedings of the 4th International Conference on Foundations of Digital Games
An adaptive latency mitigation scheme for massively multiuser virtual environments
Journal of Network and Computer Applications
A hybrid P2P communications architecture for zonal MMOGs
Multimedia Tools and Applications
Using geometrical routing for overlay networking in MMOGs
Multimedia Tools and Applications
Efficient triangulation for P2P networked virtual environments
Multimedia Tools and Applications
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
VoroGame: a hybrid P2P architecture for massively multiplayer games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
Deadline-Driven Auctions for NPC host allocation in P2P MMOGs
International Journal of Advanced Media and Communication
The perils of using simulations to evaluate Massively Multiplayer Online Game performance
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
A scalable architecture for massive multi-player online games using peer-to-peer overlay
ICACT'10 Proceedings of the 12th international conference on Advanced communication technology
SCDN: Stable Content Distribution Network based on demands
Journal of Parallel and Distributed Computing
Integration of P2P and clouds to support massively multiuser virtual environments
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Decentralized message ordering for publish/subscribe systems
Middleware'06 Proceedings of the 7th ACM/IFIP/USENIX international conference on Middleware
Proposal of social internetworking
HSI'05 Proceedings of the 3rd international conference on Human Society@Internet: web and Communication Technologies and Internet-Related Social Issues
Trust enforcement in peer-to-peer massive multi-player online games
ODBASE'06/OTM'06 Proceedings of the 2006 Confederated international conference on On the Move to Meaningful Internet Systems: CoopIS, DOA, GADA, and ODBASE - Volume Part II
Adaptive event dissemination for peer-to-peer multiplayer online games
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Adaptive load-balancing for MMOG servers using KD-trees
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
NSS'12 Proceedings of the 6th international conference on Network and System Security
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
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Today's Multi-player Online Games (MOGs) are challenged by infrastructure requirements, because of their server-centric nature. Peer-to-peer networks are an interesting alternative, if they can implement the set of functions that are traditionally performed by centralized authoritative servers. In this paper, we propose a zoned federation model to adapt MOG to peer-to-peer networks. In this model, zoning layer is inserted between the game program and peer-to-peer networks. We introduce the concept of zone and zone owner to MOG. Zone is some part of the whole game world, and zone owner is an authoritative server of a specific zone. According to the demands of the game program, each node actively changes its role to zone owner and works in the same way as a centralized authoritative server. By dividing the whole game world into several zones, workloads of the centralized authoritative game server can be distributed to a federation of nodes. We have implemented the zoned federation model, and evaluate it with a prototypical multi-player game. Evaluation results indicate that our proposed approach is applicable to small and medium-sized MOGs, where the number of nodes is less than 500.