Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
Middleware '01 Proceedings of the IFIP/ACM International Conference on Distributed Systems Platforms Heidelberg
Addressing cheating in distributed MMOGs
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks
Proceedings of the second international conference on Distributed event-based systems
Spatialized audio streaming for networked virtual environments
MM '08 Proceedings of the 16th ACM international conference on Multimedia
A3: A Novel Interest Management Algorithm for Distributed Simulations of MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
An adaptive latency mitigation scheme for massively multiuser virtual environments
Journal of Network and Computer Applications
Using geometrical routing for overlay networking in MMOGs
Multimedia Tools and Applications
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
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
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
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
Proceedings of the Fourteenth International Database Engineering & Applications Symposium
Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEs
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
A Parallel Interest Matching Algorithm for Distributed-Memory Systems
DS-RT '11 Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
Methods and network architecture for modifying extensible virtual environment to support mobility
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
DAIS'12 Proceedings of the 12th IFIP WG 6.1 international conference on Distributed Applications and Interoperable Systems
Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual Environments
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
Adaptive load-balancing for MMOG servers using KD-trees
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
NSS'12 Proceedings of the 6th international conference on Network and System Security
Proceedings of the 28th Annual ACM Symposium on Applied Computing
Towards a scalable refereeing system for online gaming
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Massive Multiplayer Online Games with their virtual gaming worlds grow in user numbers as well as in the size of the virtual worlds. With this growth comes a significant increase of the requirements for server hardware. Today an MMOG provider usually faces the problem of serving thousands of users with entire server clusters. Peer-to-Peer networks with their high scalability and flexibility meet the requirements of connecting hundreds of thousands of people all over the world without a central server. In doing so the network bandwidth requirements remain at a reasonable level. In this work we propose to combine MMOGs with a Peer-to-Peer network. We introduce a game architecture capable of exploiting the flexibility and scalability of P2P networks. A P2P architecture based on an overlay network using distributed hash tables with support for persistent object storage and event distribution has been developed to meet MMOG requirements.