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
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A fair message exchange framework for distributed multi-player 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
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A Fair Synchronization Protocol with Cheat Proofing for Decentralized Online Multiplayer Games
NCA '04 Proceedings of the Network Computing and Applications, Third IEEE International Symposium
Fairness in dead-reckoning based distributed multi-player games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Managing latency and fairness in networked games
Communications of the ACM - Entertainment networking
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
IEEE Communications Magazine
Latency-driven distribution: infrastructure needs of participatory entertainment applications
IEEE Communications Magazine
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Reducing game latency by migration, core-selection and TCP modifications
International Journal of Advanced Media and Communication
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The selection of servers within the network affect both the participants' playability and the overall game fairness. This paper defines the concept of critical response time and uses it as the objective function for the server selection optimization problem we formulate and solve for small topologies. An approximate heuristic solution usable for large networks is introduced and its performance compared to the calculable lower bound of the critical response time. In our simulations, the heuristic converges towards a close to optimum critical response time. We also compare this solution to central server selection strategies and show that it outperforms them, both in terms of playability and fairness.