2004
DOI: 10.1109/mcom.2004.1299353
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A federated peer-to-peer network game architecture

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Cited by 38 publications
(17 citation statements)
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“…Scalable architectures for MMOGs have been an active area of research over the last several years [5,1,2,10,13,8,7]. These architectures are typically distributed, or peer-to-peer, because the client/server architecture requires a huge investment in resources to scale with the peak demand on a realm.…”
Section: Introductionmentioning
confidence: 99%
“…Scalable architectures for MMOGs have been an active area of research over the last several years [5,1,2,10,13,8,7]. These architectures are typically distributed, or peer-to-peer, because the client/server architecture requires a huge investment in resources to scale with the peak demand on a realm.…”
Section: Introductionmentioning
confidence: 99%
“…Currently, some related work directly disseminates gaming events with a general-purpose ALM system, e.g., Lu et al (2004), Hampel et al (2006), Dickey et al (2004) and Iimura et al (2004), which use Scribe. However, others like Yamamoto et al (2005), Rooney et al (2005), Chen and Kalogeraki (2005) and Léty et al (2004) have proposed their own group member management and multicast tree construction algorithms, which aim at providing better robustness, scalability and load-balancing capabilities.…”
Section: Unicast Vs Multicastmentioning
confidence: 99%
“…Usually, this can be done by using the cell-structure of the VE and exchanging the entities positions among them [6]- [8]. Thus, we assume this mechanism is given.…”
Section: Figure 2: Cells and Vision Domainsmentioning
confidence: 99%
“…For the third kind of architectures, federated peer-to-peer architecture is a typical example [6]. This paper deals with the last two kinds of architectures, since the both of them involves in multicast groups in peer-to-peer networks.…”
Section: Introductionmentioning
confidence: 99%
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