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FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer games
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Source Network and System Support for Games archive
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games table of contents
Portland, Oregon, USA
POSTER SESSION: Poster Sessions table of contents
Pages: 172 - 172  
Year of Publication: 2004
ISBN:1-58113-942-X
Authors
Fábio Reis Cecin  University Federal do Rio Grande do Sul, Porto Alegre, Brazil
Rafael de Oliveira Jannone  University Federal do Rio Grande do Sul, Porto Alegre, Brazil
Cláudio Fernando Resin Geyer  University Federal do Rio Grande do Sul, Porto Alegre, Brazil
Márcio Garcia Martins  Universidade Católica de Pelotas, Pelotas, Brazil
Jorge Luis Victoria Barbosa  Universidade do Vale do Rio dos Sinos, São Leopoldo, Brazil
Sponsors
ACM: Association for Computing Machinery
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 4,   Downloads (12 Months): 59,   Citation Count: 7
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ABSTRACT

A Massively Multiplayer Game (MMG) is an Internet-based distributed game (or multiplayer game) that supports a large amount of simultaneous players interacting, in real-time, in a persistent virtual world. Practically all of today's MMGs employ a client-server distribution approach where the client is trusted only to send interaction requests and receive updates about the current state of the virtual world (position updates, etc). One of the main reasons that drive this choice of a strongly centralized architecture is the protection it offers against player cheating. Examples of successful MMGs that routinely support several thousand simultaneous players include EverQuest and Lineage.


CITED BY  7

Collaborative Colleagues:
Fábio Reis Cecin: colleagues
Rafael de Oliveira Jannone: colleagues
Cláudio Fernando Resin Geyer: colleagues
Márcio Garcia Martins: colleagues
Jorge Luis Victoria Barbosa: colleagues