Addressing cheating in distributed MMOGs
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Peer clustering: a hybrid approach to distributed virtual environments
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Protecting online games against cheating
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Design of a cheat-resistant P2P online gaming system
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Evaluating a middleware for crossmedia games
Proceedings of the 5th international workshop on Middleware for pervasive and ad-hoc computing: held at the ACM/IFIP/USENIX 8th International Middleware Conference
Evaluating a middleware for crossmedia games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts
Spatialized audio streaming for networked virtual environments
MM '08 Proceedings of the 16th ACM international conference on Multimedia
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A Massively Multiplayer Game (MMG) is an Internet-based distributed game (or multiplayer game) that supports a large amount of simultaneous players interacting, in real-time, in a persistent virtual world. Practically all of today's MMGs employ a client-server distribution approach where the client is trusted only to send interaction requests and receive updates about the current state of the virtual world (position updates, etc). One of the main reasons that drive this choice of a strongly centralized architecture is the protection it offers against player cheating. Examples of successful MMGs that routinely support several thousand simultaneous players include EverQuest and Lineage.