On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Multi-Player Game Programming with CDROM
Multi-Player Game Programming with CDROM
A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
ICNP '02 Proceedings of the 10th IEEE International Conference on Network Protocols
Trust and Reputation Model in Peer-to-Peer Networks
P2P '03 Proceedings of the 3rd International Conference on Peer-to-Peer Computing
A fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Bandwidth requirement and state consistency in three multiplayer game architectures
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
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Fairness in dead-reckoning based distributed multi-player games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
The effect of latency and network limitations on MMORPGs: a field study of everquest2
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Dynamic server allocation in a real-life deployable communications architecture for networked games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Multimedia Tools and 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
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We present a proxy-based gaming architecture and authority assignment within this architecture that can lead to better game playing experience in Massively Multi-player Online games. The proposed game architecture consists of distributed game clients that connect to game proxies (referred to as "communication proxies") which forward game related messages from the clients to one or more game servers. Unlike proxy-based architectures that have been proposed in the literature where the proxies replicate all of the game state, the communication proxies in the proposed architecture support clients that are in proximity to it in the physical network and maintain information about selected portions of the game space that are relevant only to the clients that they support. Using this architecture, we propose an authority assignment mechanism that divides the authority for deciding the outcome of different actions/events that occur within the game between client and servers on a per action/event basis. We show that such division of authority leads to a smoother game playing experience by implementing this mechanism in a massively multi-player online game called RPGQuest. In addition, we argue that cheat detection techniques can be easily implemented at the communication proxies if they are made aware of the game-play mechanics.