A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
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
A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Design of a cheat-resistant P2P online gaming system
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Spatialized audio streaming for networked virtual environments
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
Integration of P2P and clouds to support massively multiuser virtual environments
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
GBLT-VG for High User Densities by User Group Behavior and Hot Point in MMO Virtual Environment
Journal of Network and Systems Management
Flexible load distribution for hybrid distributed virtual environments
Future Generation Computer Systems
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This paper proposes a hybrid architecture for distributed virtual environments, utilizing servers alongside peer-to-peer components. Current research into peer-based systems seeks to alleviate resource constraints, but it largely ignores a number of difficult problems, from bootstrapping and persistence to user authentication and system security (i.e., cheat resistance). This work proposes a hybrid architecture that turns the massive scale of the system from a problem into an asset, while still providing the features essential to a distributed virtual environment. Peers work together to distribute the workload, allowing redundant peer clusters to overcome failures and detect unacceptable behavior. The goal is to reduce cost and significantly increase the size of the concurrent user base while providing equivalent levels of robustness, persistence, and security. Simulations show that the hybrid architecture can handle massive populations.