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
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
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
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM 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
Cheat detection for MMORPG on P2P environments
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Applicability of group communication for increased scalability in MMOGs
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
Pervasive games in a mote-enabled virtual world using tuple space middleware
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Adaptive Support of Range Queries via Push-Pull Algorithms
Proceedings of the 21st International Workshop on Principles of Advanced and Distributed Simulation
Massively multiplayer online role-playing games: the past, present, and future
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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
An Evaluation of Push-Pull Algorithms in Support of Cell-Based Interest Management
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Spatialized audio streaming for networked virtual environments
MM '08 Proceedings of the 16th ACM international conference on Multimedia
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
Scalable reputation management with trustworthy user selection for P2P MMOGs
International Journal of Advanced Media and Communication
A case for mutual notification: a survey of P2P protocols for 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
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
On using Content Delivery Networks to improve MOG performance
International Journal of Advanced Media and Communication
Living city: a collaborative browser-based Massively Multiplayer Online Game
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Avatar movement in World of Warcraft battlegrounds
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Capability-aware object management based on skip list in large-scale heterogeneous P2P networks
WSEAS TRANSACTIONS on COMMUNICATIONS
Proceedings of the Fourteenth International Database Engineering & Applications Symposium
Group movement in World of Warcraft Battlegrounds
International Journal of Advanced Media and Communication
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)
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In this paper, we propose a new distributed event delivery method for MMORPG (Massively Multiplayer Online Role Playing Games). In our method, the whole game space is divided into multiple sub spaces with the same size and some player nodes are selected as responsible nodes to deliver game events occurring in their responsible sub spaces. Our method includes (1) a load balancing mechanism which allows each responsible node for the crowded sub space to dynamically construct a tree of multiple nodes and deliver events along the tree to reduce event forwarding overhead per node, (2) a technique to reduce end-to-end event delivery delay by dynamically replacing nodes in the tree, and (3) a technique to efficiently and seamlessly switch sub spaces to be observed while each player's view moves around in the game space. Through experiments, we show that our method achieves practical performance for MMORPG.