Enabling conferencing applications on the internet using an overlay muilticast architecture
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
Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
ICNP '02 Proceedings of the 10th IEEE International Conference on Network Protocols
Profiling and Optimization of Software-Based Network-Analysis Applications
SBAC-PAD '03 Proceedings of the 15th Symposium on Computer Architecture and High Performance Computing
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A fair message exchange framework for distributed multi-player 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
Overcast: reliable multicasting with on overlay network
OSDI'00 Proceedings of the 4th conference on Symposium on Operating System Design & Implementation - Volume 4
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Mobile phone gaming (a follow-up survey of the mobile phone gaming sector and its users)
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
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In this paper, we advocate the problem of reusing Multiplayer Online Game (MOG) in Client-Server (C/S) architecture. The problem is that MOG services cannot continue to be provided because of high maintenance cost for operating game servers. Additionally, it is caused by the decreasing service users who getting tired of the game and game providers who have faced difficulties in collecting charge of the game service. It is important that every user can play MOGs at any time whether game servers of game providers run them or not.We describe a challenging method for solving the problem. Our solution provides a middleware which is inserted under the game applications to switch network architecture from C/S to Peer-to-Peer (P2P). By exploiting this method, the network architecture of MOGs can be easily changed from C/S to P2P under some restrictions without modifying binaries.