2013
DOI: 10.1145/2522968.2522977
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Peer-to-peer architectures for massively multiplayer online games

Abstract: Scalability, fast response time, and low cost are of utmost importance in designing a successful massively multiplayer online game. The underlying architecture plays an important role in meeting these conditions. Peer-to-peer architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability. They can also achieve fast response times by creating direct connections between players. However, these architectures face many challenges. Distributing a gam… Show more

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Cited by 110 publications
(105 citation statements)
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“…A peer-to-peer topology for Massively Multiplayer Online Games suggested by Yahyavi A. and Kemme B., offers greater scalability over client-server architectures, due to a better distributed network load [44]. IoT is expanding rapidly, with continuous developments in low energy sensor devices and data analytics.…”
Section: A Client Server and Peer-to-peer Topologiesmentioning
confidence: 99%
“…A peer-to-peer topology for Massively Multiplayer Online Games suggested by Yahyavi A. and Kemme B., offers greater scalability over client-server architectures, due to a better distributed network load [44]. IoT is expanding rapidly, with continuous developments in low energy sensor devices and data analytics.…”
Section: A Client Server and Peer-to-peer Topologiesmentioning
confidence: 99%
“…First, they are specific to a certain architecture. While for client/server architectures there are only a few possible topologies, there is a plethora of architectures for P2P-based MMOGs [18]. Creating an empirical model for each topology is not only laborious, but also also hinders research on new architectures such as hybrid P2P with cloud support.…”
Section: Gaming Workloadsmentioning
confidence: 99%
“…In small to medium sized games (e.g., FPS games such as Quake III), players are usually aware of all entities of the game. In large-scale RPGs (e.g., World of Warcraft) decentralization is achieved by dividing the game world into zones (e.g., [14]). A simple peer-to-peer game lets each player send all changes directly to all other players.…”
Section: A Multi-player On-line Gamesmentioning
confidence: 99%
“…In general, cheating can be roughly divided into three categories: (1) Disruption of information flow covers actions that stop or change the normal pace of information flow (e.g., dropping messages), (2) Invalid updates cover actions that are invalid according to game rules (e.g., too fast moves), repetitions, or spoofing, (3) Unauthorized access includes any action (e.g., sniffing) that enables access to unauthorized information. In Table I, we describe a range of cheating types within each category (for details see [14]). …”
Section: The Watchmen Architecturementioning
confidence: 99%