The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Access network delay in networked games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Low latency and cheat-proof event ordering for peer-to-peer games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Challenges in peer-to-peer gaming
ACM SIGCOMM Computer Communication Review
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
Support for resilient Peer-to-Peer gaming
Computer Networks: The International Journal of Computer and Telecommunications Networking
Teaching the computer science of computer games
Journal of Computing Sciences in Colleges
Optimizing overlay topology by reducing cut vertices
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
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We present Ghost, a peer-to-peer game architecture that manages game consistency across a set of players with heterogeneous network resources. Ghost dynamically creates responsive sub-games based on the delay profiles of players. Ghost allows each user to set the quality of game they are willing to play and creates the maximum-sized game that satisfies the users' requirements. Ghost extends our earlier Asynchronous Synchronization (AS) protocol, which provides cheat-free playout for peer-to-peer games. This modification to AS enables p2p games to efficiently function in network environments that would typically be hostile to multiplayer networked games. These include networks with highly variable delays and variable route partitions. Our evaluation shows that Ghost performs well, always ensuring consistent p2p play with the maximum number of players, while preventing any one player from destroying the quality of play for others.