A case for end system multicast (keynote address)
Proceedings of the 2000 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
Advances in Network Simulation
Computer
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Some findings on the network performance of broadband hosts
Proceedings of the 3rd ACM SIGCOMM conference on Internet measurement
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
FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
A Message Interchange Protocol Based on Routing Information Protocol in a Virtual World
AINA '05 Proceedings of the 19th International Conference on Advanced Information Networking and Applications - Volume 2
Massively Multiplayer Game Development 2 (Game Development)
Massively Multiplayer Game Development 2 (Game Development)
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Characterizing unstructured overlay topologies in modern P2P file-sharing systems
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
A survey and comparison of peer-to-peer overlay network schemes
IEEE Communications Surveys & Tutorials
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Enhanced mirrored servers for network games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Mammoth: a massively multiplayer game research framework
Proceedings of the 4th International Conference on Foundations of Digital Games
An architecture supporting large scale MMOGs
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
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
RTSenv: an experimental environment for real-time strategy games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Hi-index | 0.00 |
In the last five years the popularity of Massively Multi-player Online Games (MMOGs) has exploded. Unfortunately, the demand has far outweighed the resources developers can provide. Many MMOGs are suffering from scalability issues, resulting in sharding, down time, and server crashes. To solve these problems, the research community is investigating peer-to-peer (P2P) overlay networks to support MMOGs, as P2P networks are theoretically and practically scalable. The majority of analysis of P2P gaming architectures has been qualitative, making it difficult to understand the strengths and weaknesses of each system. This is partially due to the lack of appropriate simulation tools. To address this problem we have developed an application layer network game simulator - NGS - for modelling network game architectures. NGS includes mechanisms to collect quantitative metrics, which may then be used to perform comparisons with other architectures. NGS is flexible enough to model Client/Server, Region based, Neighbour based, and hybrid architectures. It is extensible and modular, and will enable the research community to evaluate the benefits and weaknesses of existing and new network gaming architectures. Results demonstrating the extensibility and performance of NGS, and comparisons of the performance of several different architectures are included.