2010 IEEE International Conference on Multimedia and Expo 2010
DOI: 10.1109/icme.2010.5583228
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Hybrid Client-Server, Peer-to-Peer framework for MMOG

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Cited by 9 publications
(4 citation statements)
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“…Further, the authors of [138] presented a P2P architecture that additionally used multiple mirrored servers to maintain the game state. Other hybrid P2P cloud architectures for MMOGs were proposed in [139], [140]. Another approach, which integrates centralized and P2P architectures, was discussed in [141], specifically in order to support interest management.…”
Section: Hybrid Client-server/peer-to-peer Architecturesmentioning
confidence: 99%
“…Further, the authors of [138] presented a P2P architecture that additionally used multiple mirrored servers to maintain the game state. Other hybrid P2P cloud architectures for MMOGs were proposed in [139], [140]. Another approach, which integrates centralized and P2P architectures, was discussed in [141], specifically in order to support interest management.…”
Section: Hybrid Client-server/peer-to-peer Architecturesmentioning
confidence: 99%
“…In [140], moreover, P2P clients manage application states for each other, while a central server only keeps the sensitivity data (e.g., user profile) and provides the utility functions (e.g., authentication). This design is similar to the P2P architecture, except that the satisfaction of the data security requirement can approach that of the C/S architecture because of the centralized storage of sensitive data.…”
Section: Requirement Satisfaction and Limitationsmentioning
confidence: 99%
“…"), Bit-Torrent ("http://www.bittorrent.com. "), massively multiplayer online game (MMOG) (Carter et al, 2010;Tay, 2005).…”
Section: Introductionmentioning
confidence: 99%