Implementation of a service platform for online games
Proceedings of 3rd ACM SIGCOMM 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
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A challenge for reusing multiplayer online games without modifying binaries
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
CAPTCHA: using hard AI problems for security
EUROCRYPT'03 Proceedings of the 22nd international conference on Theory and applications of cryptographic techniques
The HyperVerse: concepts for a federated and Torrent-based '3D Web'
International Journal of Advanced Media and Communication
GPGPU for cheaper 3D MMO servers
TELE-INFO'10 Proceedings of the 9th WSEAS international conference on Telecommunications and informatics
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While massively multiplayer on-line games (MMOs) are enormously popular, their use of the client-server architecture causes them to suffer from scalability issues and high maintenance costs. In contrast, the public server architecture employed by most first-person shooter (FPS) games scales more easily by relying on user-supplied hosting and user-generated content, but lacks persistence between servers that is required in the MMO genre. This paper examines an architecture that leverages the resources of the public server approach to support a scalable, persistent MMO.