Peer-to-peer architectures for massively multiplayer online games: A survey

A Yahyavi, B Kemme - ACM Computing Surveys (CSUR), 2013 - dl.acm.org
Scalability, fast response time, and low cost are of utmost importance in designing a
successful massively multiplayer online game. The underlying architecture plays an …

Omega: a secure event ordering service for the edge

C Correia, M Correia… - IEEE Transactions on …, 2021 - ieeexplore.ieee.org
The edge computing paradigm extends cloud computing with storage and processing
capacity close to the edge of the network, which can be materialized by using many fog …

[PDF][PDF] Playful Geospatial Data Acquisition by Location-based Gaming Communities.

S Matyas - Int. J. Virtual Real., 2007 - Citeseer
The success of Web 2.0 communities demonstrates that the users of an information service
are willing to participate in the content creation process on a voluntary basis. In this paper …

A survey of state persistency in peer-to-peer massively multiplayer online games

JS Gilmore, HA Engelbrecht - IEEE Transactions on Parallel …, 2011 - ieeexplore.ieee.org
Recently, there has been significant research focus on Peer-to-Peer (P2P) Massively
Multiplayer Online Games (MMOGs). A number of architectures have been presented in the …

The effects of consistency maintenance methods on player experience and performance in networked games

C Savery, N Graham, C Gutwin, M Brown - Proceedings of the 17th ACM …, 2014 - dl.acm.org
Network lag is a fact of life for networked games. Lag can cause game states to diverge at
different nodes in the network, making it difficult to maintain the illusion of a single shared …

Persistence in massively multiplayer online games

K Zhang, B Kemme, A Denault - Proceedings of the 7th ACM SIGCOMM …, 2008 - dl.acm.org
The most important asset of a Massively Multiplayer Online Game is its world state, as it
represents the combined efforts and progress of all its participants. Thus, it is extremely …

[PDF][PDF] Scaling Peer-to-Peer Games in Low-Bandwidth Environments.

J Pang, FC Uyeda, JR Lorch - IPTPS, 2007 - sysnet.ucsd.edu
In peer-to-peer multiplayer games, each peer must send periodic updates of its objects to
other peers. Since typical broadband users have little upload bandwidth, updates to each …

Design of a cheat-resistant P2P online gaming system

P Kabus, AP Buchmann - … of the 2nd international conference on Digital …, 2007 - dl.acm.org
Since the huge success of online games and especially that of so called Massively
Multiplayer Online Games (MMOGs), the prevention of cheating has been a primary concern …

System and method for dynamic adaptive player cells for multi-player environments

A Rapo, L Priebe - US Patent App. 12/924,523, 2012 - Google Patents
There is provided a system and method for dynamic adaptive player cells for multi-player
environments. There is provided a method comprising establishing connections to host …

[图书][B] Playing location-based games on geographically distributed game boards

P Kiefer, S Matyas, C Schlieder - 2007 - uni-bamberg.de
Virtually all multiplayer location-based games require the players to meet in the same
geographic place during the same period of time. As a consequence, significant …