Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games - NetGames '06 2006
DOI: 10.1145/1230040.1230058
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A peer-to-peer architecture for massive multiplayer online games

Abstract: Massive Multiplayer Online Games with their virtual gaming worlds grow in user numbers as well as in the size of the virtual worlds. With this growth comes a significant increase of the requirements for server hardware. Today an MMOG provider usually faces the problem of serving thousands of users with entire server clusters. Peer-to-Peer networks with their high scalability and flexibility meet the requirements of connecting hundreds of thousands of people all over the world without a central server. In doing… Show more

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Cited by 77 publications
(31 citation statements)
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“…Different alternatives have been presented that are applied in the network layer [5,8] or the application layer [9]. (b) Ensuring data persistence in the game world map [19]. (c) Management of the cheating problem among the peers [27,31].…”
Section: Related Workmentioning
confidence: 99%
“…Different alternatives have been presented that are applied in the network layer [5,8] or the application layer [9]. (b) Ensuring data persistence in the game world map [19]. (c) Management of the cheating problem among the peers [27,31].…”
Section: Related Workmentioning
confidence: 99%
“…For example, Bayeux (Zhuang et al, 2001) uses Tapestry , CAN Multicast (Ratnasamy et al, 2001b) uses CAN (Ratnasamy et al, 2001a), and both Borg (Zhang and Hu, 2003) and Scribe (Castro et al, 2002) use Pastry (Rowstron and Druschel, 2001a). 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%
“…At such scales, a C/S architecture exhibits various technical and commercial drawbacks, specifically in the area of reliability and cost, e.g., costs for server hardware, network bandwidth, housing, cooling, UPS systems and dedicated maintenance staff. These factors have engendered strong research interest in engineering P2P MMOGs Hampel et al, 2006;Douglas et al, 2005).…”
Section: Introductionmentioning
confidence: 99%
“…When an update is Calculating κ vectors is straightforward (see Fig. 6b, lines [11][12][13][14][15][16][17][18]. The function (c, o) → Z, C, P retrieves the φ settings referring to o for each client view s: Z, C, and P .…”
Section: Consistency Management Blockmentioning
confidence: 99%
“…P2P support for multiplayer games is an active research topic [5,12,18]. In these systems, clients exchange updates directly, instead of doing so through a server.…”
Section: Locality-awareness In Multiplayer Games and Simulation Envirmentioning
confidence: 99%