Generative communication in Linda
ACM Transactions on Programming Languages and Systems (TOPLAS)
An innovative design approach to build virtual environment systems
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Distributed communication via global buffer
PODC '82 Proceedings of the first ACM SIGACT-SIGOPS symposium on Principles of distributed computing
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
Project massive: a study of online gaming communities
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Adaptive server selection for large scale interactive online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
On demand platform for online games
IBM Systems Journal
On demand platform for online games
IBM Systems Journal
Hardware support for spin management in overcommitted virtual machines
Proceedings of the 15th international conference on Parallel architectures and compilation techniques
Adapting to intermittent faults in multicore systems
Proceedings of the 13th international conference on Architectural support for programming languages and operating systems
Analysis of application partitioning for massively multiplayer mobile gaming
Proceedings of the 1st international conference on MOBILe Wireless MiddleWARE, Operating Systems, and Applications
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
Robust resource allocation in a massive multiplayer online gaming environment
Proceedings of the 4th International Conference on Foundations of Digital Games
A grid infrastructure for online games
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
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As a genre of computer games, the massively multiplayer online game (MMOG) has the promise of enabling up to tens-or even hundreds-of thousands of simultaneous players. This paper describes how we began with an existing single-server online game engine and enhanced it to become a multiserver MMOG engine running on a grid. Other approaches require that a game be specifically designed to scale to MMOG player levels. Our approach, using IBM OptimalGrid middleware (which provides an abstracted underlying grid infrastructure to an application) allowed us to reuse an existing game engine without the need to make any significant changes to it. In this paper we examine the design elements needed by an MMOG and provide a practical implementation example-the extension of the id Software Quake II® game engine using OptimalGrid middleware. A key feature of this work is the ability to programmatically partition a game world onto a dynamically chosen and sized set of servers, each serving one or more regions of the map, followed by the reintegration of the distributed game world into a seamless presentation for game clients. We explore novel features developed in this work and present results of our initial performance validation experiments with the resulting system.