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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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CITED BY 10
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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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Frank Glinka , Alexander Ploß , Jens Müller-lden , Sergei Gorlatch, RTF: a real-time framework for developing scalable multiplayer online games, Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, p.81-86, September 19-20, 2007, Melbourne, Australia
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Peter Quax , Jeroen Dierckx , Bart Cornelissen , Gert Vansichem , Wim Lamotte, Dynamic server allocation in a real-life deployable communications architecture for networked games, Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, October 21-22, 2008, Worcester, Massachusetts
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