A scalable content-addressable network
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Uncheatable Distributed Computations
CT-RSA 2001 Proceedings of the 2001 Conference on Topics in Cryptology: The Cryptographer's Track at RSA
AI Techniques for Game Programming
AI Techniques for Game Programming
A Framework for Classifying Peer-to-Peer Technologies
CCGRID '02 Proceedings of the 2nd IEEE/ACM International Symposium on Cluster Computing and the Grid
Supporting Rapid Mobility via Locality in an Overlay Network
Supporting Rapid Mobility via Locality in an Overlay Network
Preserving peer replicas by rate-limited sampled voting
SOSP '03 Proceedings of the nineteenth ACM symposium on Operating systems principles
Massively multi-player games: matching game design with technical design
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
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
The HyperVerse: concepts for a federated and Torrent-based '3D Web'
International Journal of Advanced Media and Communication
NBiS'07 Proceedings of the 1st international conference on Network-based information systems
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
Adaptive load-balancing for MMOG servers using KD-trees
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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Massively Multiplayer Online Games (MMOGs) are becoming a very important part of computer entertainment business. With the recent development of broadband technologies, the increase in the number of players is putting a strong pressure on this type of application. Commonly used clients/server systems don't cope well with scalability, limiting the number of players who can interact with each other, are not robust enough, and might be subject to bottlenecks due to their centralized infrastructure. These systems also force developers to invest enormous amounts of money in hardware and time to design complex software systems. To solve these problems we propose a fully distributed, peer-to-peer architecture for MMOGs.We discuss the issues surrounding MMOGs, the limitations in terms of network infrastructure and the lack of a simulation environment to study and evaluate network architectures and protocols. We use a peer-to-peer (P2P) based architecture and protocol to provide a more scalable, flexible, and robust technology solution than do currently used infrastructures. We conducted the design and implementation of a modular MMOG, called "Time-Prisoners," using a P2P protocol developed in Java and JXTA. The characteristics of P2P overlays enabled us to organize dynamically, and in transparent way for the users, the group of players according to their locations in the virtual world, and allowed the design of a scalable mechanism to distribute the game state to the players and to maintain a consistent world in case of node failures.