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A distributed architecture for MMORPG
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Source Network and System Support for Games archive
Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games table of contents
Singapore
SESSION: Scalability in MMOGs table of contents
Article No. 4  
Year of Publication: 2006
ISBN:1-59593-589-4
Authors
Marios Assiotis  Massachusetts Institute of Technology
Velin Tzanov  Massachusetts Institute of Technology
Sponsor
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 49,   Downloads (12 Months): 235,   Citation Count: 10
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ABSTRACT

We present an approach to support Massively Multiplayer Online Role-Playing Games. Our proposed solution begins by splitting the large virtual world into smaller regions, each region handled by a different server. We present techniques and algorithms that (1) reduce the bandwidth requirements for both game servers and clients, (2) address consistency, hotspot, congestion and server failure problems typically found in MMORPG and (3) allow seamless interaction between players residing on areas handled by different servers. By implementing a simple game, Kosmos, we show the applicability of our approach as well as the relative performance benefits of designing new games using our architecture.


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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B. Knutsson, H. Lu, W. Xu, and B. Hopkins. Peer-to-peer support for massively multiplayer games, 2004.
 
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R. Miller. Extended Outages for World of Warcraft.
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CITED BY  10

Collaborative Colleagues:
Marios Assiotis: colleagues
Velin Tzanov: colleagues