Scale and performance in a distributed file system
ACM Transactions on Computer Systems (TOCS)
Three-tiered interest management for large-scale virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Evaluating the Scalability of Distributed Systems
IEEE Transactions on Parallel and Distributed Systems
Characteristics of scalability and their impact on performance
Proceedings of the 2nd international workshop on Software and performance
Distributed systems (3rd ed.): concepts and design
Distributed systems (3rd ed.): concepts and design
Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Web caching and replication
Peer-to-Peer: Harnessing the Power of Disruptive Technologies
Peer-to-Peer: Harnessing the Power of Disruptive Technologies
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Generalized two-tier relevance filtering of computer game update events
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A communication architecture for massive multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Isoefficiency: Measuring the Scalability of Parallel Algorithms and Architectures
IEEE Parallel & Distributed Technology: Systems & Technology
Chord: a scalable peer-to-peer lookup protocol for internet applications
IEEE/ACM Transactions on Networking (TON)
Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
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
On-line motion blending for real-time locomotion generation: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Realizing the transition to IPv6
IEEE Communications Magazine
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Prediction-based real-time resource provisioning for massively multiplayer online games
Future Generation Computer Systems
Peer-to-peer architecture for real-time strategy MMOGs with intelligent cheater detection
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
A scalable architecture for massive multi-player online games using peer-to-peer overlay
ICACT'10 Proceedings of the 12th international conference on Advanced communication technology
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MMOG are very large distributed applications, sharing very large states, and supporting communication between potentially thousands of player nodes. Despite the development of many solutions to define suitable architecture and communication protocol, and enabling efficient deployment of these types of applications, many issues remains which still require a solution. In this paper we discuss MMOG deployed over a Peer-to-Peer architecture, supporting a distributed model of systems with shared state and we address issues related to scalability, interest management and communication. We identify an efficient partitioning and distribution of the shared state as an important aspect in such models and propose a hierarchical multi-level interest management algorithm which enables contextual communication between peers. Experiments have been carried out and show the performance of the approach.