A challenge for reusing multiplayer online games without modifying binaries

  • Authors:
  • Yugo Kaneda;Hitomi Takahashi;Masato Saito;Hiroto Aida;Hideyuki Tokuda

  • Affiliations:
  • Keio University, Fujisawa, Kanagawa, Japan;Keio University, Fujisawa, Kanagawa, Japan;Keio University, Fujisawa, Kanagawa, Japan;Keio University, Fujisawa, Kanagawa, Japan;Keio University, Fujisawa, Kanagawa, Japan

  • Venue:
  • NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2005

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Abstract

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.