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Adaptive Event Dissemination for Peer-to-Peer Multiplayer Online Games

Gabriele D'Angelo, Stefano Ferretti, Moreno Marzolla
2011 Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques  
In this paper we show that gossip algorithms may be effectively used to disseminate game events in Peer-to-Peer (P2P) Multiplayer Online Games (MOGs).  ...  Game events are disseminated through an overlay network. The proposed scheme exploits the typical behavior of players to tune the data dissemination.  ...  The motivation for this work originated in the need to efficiently disseminate events in large Multiplayer Online Games over peerto-peer systems.  ... 
doi:10.4108/icst.simutools.2011.245539 dblp:conf/simutools/DAngeloFM11 fatcat:hfg54f4lrra2bc4nxkx3p3ctka

A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks

Stefano Ferretti
2008 Proceedings of the second international conference on Distributed event-based systems - DEBS '08  
We propose a new synchronization protocol devised to support multiplayer online games (MOGs) over peer-to-peer architectures. The dissemination of game events is performed through an overlay network.  ...  Peers are kept synchronized thanks to an optimistic mechanism which is able to drop obsolete events (i.e., events that lose their importance as the game goes on) and to allow different processing orders  ...  INTRODUCTION Multiplayer Online Games (MOGs) recently gained more and more attention from the the distributed systems research community.  ... 
doi:10.1145/1385989.1386000 dblp:conf/debs/Ferretti08 fatcat:wwo6lew5ffftrck7af5xkloc2e

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

Lu Fan, Phil Trinder, Hamish Taylor
2010 International Journal of Advanced Media and Communication  
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, game event dissemination, NPC host allocation, game state persistency, cheating  ...  The authors are currently refining the Mediator framework (Section III) and intend to evaluate it for a prototype MMOG in the near future.  ... 
doi:10.1504/ijamc.2010.032138 fatcat:iy57horby5fz5ogvr3vwicb4ji

Multiplayer Online Games over scale-free networks: a viable solution?

Stefano Ferretti, Gabriele D'Angelo
2012 Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques  
In this paper we discuss the viability of deploying Multiplayer Online Games (MOGs) over scale-free networks.  ...  Concurrently, it is shown that, due to their low diameter, the use of scale-free networks allows to disseminate game events in very few steps.  ...  INTRODUCTION Multiplayer Online Games (MOGs) are characterized by very demanding requirements, in terms of responsiveness and scalability.  ... 
doi:10.4108/icst.simutools2010.8655 dblp:conf/simutools/FerrettiD10 fatcat:ce3axhdubna5pcbqwzaucdjz2e

Towards an adaptive event dissemination middleware for MMVEs

Thomas Fischer, Johannes Held, Frank Lauterwald, Richard Lenz
2011 Proceedings of the 5th ACM international conference on Distributed event-based system - DEBS '11  
The Massive Multiuser Event InfraStructure (M 2 etis) project is aimed at a generic middleware that supports the optimization of event dissemination based on a multidimensional semantic classification  ...  of event types.  ...  INTRODUCTION Massive Multiplayer Online Games (MMOGs) require enormous server clusters to enable thousands of players to interact within a common area of some virtual world, while maintaining the illusion  ... 
doi:10.1145/2002259.2002329 dblp:conf/debs/FischerHLL11 fatcat:drz2itb6hrfixdpqehkrk6hmuu

Peer-to-peer architectures for massively multiplayer online games

Amir Yahyavi, Bettina Kemme
2013 ACM Computing Surveys  
This article presents a comprehensive overview of current peer-to-peer solutions for massively multiplayer games using a uniform terminology.  ...  Scalability, fast response time, and low cost are of utmost importance in designing a successful massively multiplayer online game.  ...  Node p also sends its updates to its sensor nodes which can then forward Peer-to-Peer Architectures for Massively Multiplayer Online Games: A Survey 9:19 [Schmieg et al. 2008 ] (adapted, c IEEE 2008  ... 
doi:10.1145/2522968.2522977 fatcat:k6evzdjlmfhl7etrvcyumvp7qe

Designing Benchmarks for P2P Systems [chapter]

Max Lehn, Tonio Triebel, Christian Gross, Dominik Stingl, Karsten Saller, Wolfgang Effelsberg, Alexandra Kovacevic, Ralf Steinmetz
2010 Lecture Notes in Computer Science  
In this paper we discuss requirements for peer-to-peer (P2P) benchmarking, and we present two exemplary approaches to benchmarks for Distributed Hashtables (DHT) and P2P gaming overlays.  ...  A set of common P2P quality metrics helps to achieve a comprehensive selection of workloads and metrics for each scenario.  ...  Game Event Dissemination. The game event dissemination system has to ensure that each player receives all relevant game events within his AOI.  ... 
doi:10.1007/978-3-642-17226-7_13 fatcat:jpzzxdjmcjg75jm3tx5bzf2gwa

Mediator

Lu Fan, Hamish Taylor, Phil Trinder
2007 Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games - NetGames '07  
With widespread use of the Internet, Massively Multiplayer Online Games (MMOGs) are becoming increasingly popular.  ...  In this framework, the functionalities of a traditional game server are distributed, capitalising on the potential of P2P networks, and enabling the MMOG to scale better in both communication and computation  ...  for efficient game zone structure maintenance, and direct P2P connections are established on demand for the dissemination of time critical events.  ... 
doi:10.1145/1326257.1326265 dblp:conf/netgames/FanTT07 fatcat:lf5xt7n7rrcspbsbq6js5mw2qe

A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs

Dewan Tanvir Ahmed, Shervin Shirmohammadi
2008 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications  
In this paper, we present a dynamic area of interest management for Massively Multiplayer Online Games (MMOG).  ...  Due to the integration of peer-to-peer communication model to the system, the scalability has improved.  ...  Once considered a niche business, the prospects of multiplayer online gaming are growing rapidly.  ... 
doi:10.1109/ds-rt.2008.20 dblp:conf/dsrt/AhmedS08 fatcat:mmxjl6oi75bu3azl3hrjw3zd74

nSense: Decentralized interest management in higher dimensions through mutual notification

Robert Rehner, Maribel Zamorano Castro, Alejandro Buchmann
2014 2014 13th Annual Workshop on Network and Systems Support for Games  
It uses mutual notification so it only needs to connect to players with close proximity. Therefore it is highly scalable and suitable for massive multiplayer online games.  ...  Interest management is a key component of decentralized multiplayer gaming overlays. Current approaches are limited to two, sometimes three spatial dimensions.  ...  ACKNOWLEDGMENT The Authors would like to thank Michael Stein and Björn Richerzhagen for their help with PeerfactSim.KOM.  ... 
doi:10.1109/netgames.2014.7008972 dblp:conf/netgames/RehnerCB14 fatcat:rsjbv67ldvf5vfuy2err7kem7i

Collective Information Literacy in Massively Multiplayer Online Games

Crystle Martin, Constance Steinkuehler
2010 E-Learning and Digital Media  
can you explain please [Evaluate] Coldcuts: at 70 u get to do daily quests that are always the same [Dissemination]  ...  Implications for future research are also discussed. Kellna: were there any quests that you got bored doing?  ...  massively multiplayer online games.  ... 
doi:10.2304/elea.2010.7.4.355 fatcat:f36s2n4o7fgnhatcdprf5yyori

Exploitation of event-semantics for distributed publish/subscribe systems in massively multiuser virtual environments

Thomas Fischer, Michael Daum, Florian Irmert, Christoph Neumann, Richard Lenz
2010 Proceedings of the Fourteenth International Database Engineering & Applications Symposium on - IDEAS '10  
Triggered by the fast evolving technical capabilities for implementing distributed global scale applications, online games have grown to a huge industry in recent years.  ...  In this paper, we propose a generally applicable classification of events as a first step on the way to flexibly adaptable generic event management systems.  ...  INTRODUCTION Computer games have become part of our social culture and grown to an important branch for the computer industry. The most growing market in this area are online games [1] .  ... 
doi:10.1145/1866480.1866494 dblp:conf/ideas/FischerDINL10 fatcat:6khheacjcnchze64gn3xsibzwe

Interactive Storytelling, Gamification and Online Education: Storytelling Made Easy

Trevor Rasmusson
2017 International Journal on Innovations in Online Education  
This paper is dominantly for online educators with little to no experience in digital storytelling.  ...  This paper was created to stimulate thinking about the art of the possible in using storytelling for online education.  ...  These are all educational virtues that can be adapted to games that have a purpose of educating. First-person shooter games are commonplace, but educational games are less well-known.  ... 
doi:10.1615/intjinnovonlineedu.2017018913 fatcat:jezcqc6v4rftbfzy4h7krupkgi

A novel scalable hybrid architecture for MMOG

Christopher James Carter, Abdennour El Rhalibi, Madjid Merabti
2013 2013 IEEE International Conference on Multimedia and Expo Workshops (ICMEW)  
For each role, we discuss the interactions that exist between them and describe the protocols that will be used for inter-role communication to perform the atomic actions necessary for maintaining the  ...  consistency and responsiveness of an MMOG such as peer addition, peer removal, group transfer, object change persistency and many more.  ...  INTRODUCTION he development of a modern Massively Multiplayer Online Game (MMOG) is a challenging and costly process [3] [4] .  ... 
doi:10.1109/icmew.2013.6618435 dblp:conf/icmcs/CarterRM13 fatcat:c4g2jjtibffddoozaxkovxrdlq

QuON: a quad-tree-based overlay protocol for distributed virtual worlds

Helge Backhaus, Stephan Krause
2010 International Journal of Advanced Media and Communication  
We show by simulation that the proposed system achieves practical performance for Virtual Worlds and Massively Multiplayer Online Games.  ...  In this paper we propose a new distributed event dissemination protocol for Virtual Worlds and MMOGs.  ...  GaultierDickey et al. propose N-tree [6] for ordering and disseminating events in peer-to-peer games. N-trees are a generalization of quad-trees.  ... 
doi:10.1504/ijamc.2010.032139 fatcat:n2ckvyd62fc6jpwnxqg5p76cdq
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