Provisioning on-line games: a traffic analysis of a busy counter-strike server
ACM SIGCOMM Computer Communication Review
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A low-latency peer-to-peer approach for massively multiplayer games
AP2PC'05 Proceedings of the 4th international conference on Agents and Peer-to-Peer Computing
Integrating players, reputation and ranking to manage cheating in MMOGs
Proceedings of the Fifth International Conference on the Foundations of Digital Games
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Ranking is necessary for multiplayer online games to provide players with self-complacence and reference for choosing game counterparts. Most existing ranking solutions are tightly coupled with game applications of client-server architectures. In this paper, a novel scheme named FreeRank is proposed as a ranking service independent to specific architecture and detailed implementation of each individual game application. Based on a certificate-based framework and a reputation-based score-computing algorithm. FreeRank resolves the challenge of cheating prevention. Preliminary analysis and simulation results show that FreeRank is feasible and effective.