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ABSTRACT
As smart players often win MMOG sessions by adopting frantic gaming strategies along the game evolution, also the system activities concerned with the distributed support of MMOGs must advance at a very fast pace. Unfortunately, MMOGs' responsiveness requirements are hardly met when pessimistic approaches are adopted to synchronize the game event exchange activities among game servers. In this paper we show how MMOGs are better supported by optimistic synchronization schemes coupled with mechanisms that exploit the semantics of games. Results obtained from an experimental assessment of our developed scheme demonstrate the validity of our claim.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 3
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Luther Chan , James Yong , Jiaqiang Bai , Ben Leong , Raymond Tan, Hydra: a massively-multiplayer peer-to-peer architecture for the game developer, Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, p.37-42, September 19-20, 2007, Melbourne, Australia
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