2010
DOI: 10.1504/ijamc.2010.032138
|View full text |Cite
|
Sign up to set email alerts
|

Design issues for Peer-to-Peer Massively Multiplayer Online Games

Abstract: Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale, and while classical Client/Server (C/S) architectures convey some benefits, they suffer from significant technical and commercial drawbacks. This realisation has sparked intensive research interest in adapting MMOGs to Peer-to-Peer (P2P) architectures. This paper articulates a comprehensive set of six design issues to be addressed by P2P MMOGs, namely Interest Management (IM), game event dissemination, Non-Player Character … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
27
0

Year Published

2010
2010
2016
2016

Publication Types

Select...
4
3
2

Relationship

0
9

Authors

Journals

citations
Cited by 45 publications
(27 citation statements)
references
References 73 publications
0
27
0
Order By: Relevance
“…The primary requirement for MMOGs based on Peer-toPeer architecture is to maintain state consistency, and a shared sense of virtual space among great numbers of players without the need for support by the server [9]. The development of a peer to peer architecture for a MMOG is a significant research topic.…”
Section: Mmogs Communication In Peer To Peer Architecturementioning
confidence: 99%
See 1 more Smart Citation
“…The primary requirement for MMOGs based on Peer-toPeer architecture is to maintain state consistency, and a shared sense of virtual space among great numbers of players without the need for support by the server [9]. The development of a peer to peer architecture for a MMOG is a significant research topic.…”
Section: Mmogs Communication In Peer To Peer Architecturementioning
confidence: 99%
“…Peer-to-peer architectures do not have central server and therefore it becomes most difficult to present single consistent virtual world to all users. In Peer-to-Peer system, distributing the game state over all the peers in the game world, so there will have to be an effective way to set different elements of the game world to different peers [9].…”
Section: Mmogs Communication In Peer To Peer Architecturementioning
confidence: 99%
“…With the goal of providing an unlimited scalability that is able to manage peak load situations dynamically, some authors propose the use of completely decentralized systems, such as Peer-toPeer networks. In this kind of system, apart from the load distribution techniques, there are additional aspects to be faced [15] that have been studied by several authors: (a) Establishing an effective mechanism for propagating events in a high latency network. Different alternatives have been presented that are applied in the network layer [5,8] or the application layer [9].…”
Section: Related Workmentioning
confidence: 99%
“…With these methods, any number of players can be employed to generate reproducible and scalable workload. First, results have been published in previous work [7].…”
Section: Introductionmentioning
confidence: 99%