Ieee Infocom 2004
DOI: 10.1109/infcom.2004.1354485
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Peer-to-peer support for massively multiplayer games

Abstract: Abstract-We present an approach to support massively multi-player games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed scalable mechanisms to distribute the game state to the participating players and to maintain consistency in the face of node failures. The resulting system dynamically scales with the number of online players. I… Show more

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Cited by 361 publications
(254 citation statements)
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“…Centralized architectures are traditionally based on cluster systems. The distribution techniques for game computation in such kinds of system are mainly based on splitting the game world map into different subspaces, or cells, and distributing these among the nodes in the cluster [6,23,24,26]. After the initial assignment, these cells will be dynamically reassigned among servers during the game, to respond to changes in the load caused by players' movements into the game world [4,11].…”
Section: Related Workmentioning
confidence: 99%
“…Centralized architectures are traditionally based on cluster systems. The distribution techniques for game computation in such kinds of system are mainly based on splitting the game world map into different subspaces, or cells, and distributing these among the nodes in the cluster [6,23,24,26]. After the initial assignment, these cells will be dynamically reassigned among servers during the game, to respond to changes in the load caused by players' movements into the game world [4,11].…”
Section: Related Workmentioning
confidence: 99%
“…Another problem is that all state information would be stored in all peers which might allow a cheater to gain perfect state information which he should not be allowed to. To reduce the infeasible burden of client hosting the whole game state in the MMOGs environment, distributed schemes have been proposed to divide the game space into regional groups [17][18][19]. To address the inherent issue of information exposure, Kabus and Buchman [18] propose a system design that can prevent storing data on unauthorised clients.…”
Section: Means For Addressing Cheating By Exploiting Misplaced Trustmentioning
confidence: 99%
“…In client/server infrastructure for MMOGs there are many known issues and solutions related to scalability [14], robustness [8], security and proof-cheating [1][16], bandwidth savings [8], network and transport protocol [15], and delay compensation techniques [13]. However the solutions usually employed are costly and lack of flexibility.…”
Section: A Client/server Topology For Mmog)mentioning
confidence: 99%
“…These savings could be then passed on to the player, greatly reducing the costs, or alternatively spent on developing the game further. The paper discusses the feasibility of using peer-to-peer (P2P) overlays [8] to support a typical MMOG, as a replacement for the client/server model. The technical details of these two topologies will be discussed, along with the issues.…”
Section: Introductionmentioning
confidence: 99%