| A generic proxy system for networked computer games |
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Network and System Support for Games
archive
Proceedings of the 1st workshop on Network and system support for games
table of contents
Braunschweig, Germany
Pages: 25 - 28
Year of Publication: 2002
ISBN:1-58113-493-2
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Authors
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Martin Mauve
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University of Mannheim, L15, 15, 68161 Mannheim, Germany
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Stefan Fischer
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TU Braunschweig, Muehlenpfordtstr. 23, 38106 Braunschweig
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Jörg Widmer
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University of Mannheim, L15, 15, 68161 Mannheim, Germany
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| Bibliometrics |
Downloads (6 Weeks): 5, Downloads (12 Months): 50, Citation Count: 24
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ABSTRACT
In this work-in-progress report we present the general outline of a research project which aims at providing proxy support for networked computer games. The problems of both client-server and fully replicated architectures are discussed and we reason that employing proxy technology, which has been successfully used for other networked applications, is advantageous for this class of applications as well. In particular we describe how a proxy system for networked computer games can help with providing congestion control, achieving robustness, minimizing the impact of network delay and providing fairness.
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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AKAMAI. Akamai homepage. www.akamai.com.
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David Andersen , Hari Balakrishnan , Frans Kaashoek , Robert Morris, Resilient overlay networks, Proceedings of the eighteenth ACM symposium on Operating systems principles, October 21-24, 2001, Banff, Alberta, Canada
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J. Aronson. Using Groupings for Networked Gaming. http://www.gamasutra.com/features/20000621/aronson_pfv.htm, June 2000.
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N. E. Baughman and B. N. Levine. Cheat-proof playout for centralized and distributed online games. In Proc. Infocom, 2001.
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Blizzard. Diablo II homepage. www.blizzard.com/worlds-diablo.shtml.
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C. Diot and L. Gautier. A distributed architecture for multiplayer interactive applications on the internet. IEEE Networks magazine, 13(4), July/August 1999.
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E. Frécon and M. Stenius. DIVE: A Scalable network architecture for distributed virtual environments. Distributed Systems Engineering Journal, 5(3):91-100, 1998.
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M. Handley, C. Kreibich, and V. Paxson. Network intrusion detection: Evasion, traffic normalization, and end-to-end protocol semantics. In Proc. USENIX Security Symposium, 2001.
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B. Levine, J. Crowcroft, C. Diot, J. Garcia-Luna-Aceves, and J. Kurose. Consideration of receiver interest for ip multicast delivery. In Proc. of INFOCOM 2000, 2000.
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Origin. Ultima online homepage. www.uo.com.
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I. Software. ID software homepage. www.idsoftware.com.
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Verant. Everquest homepage. www.everquest.com.
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CITED BY 24
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Katherine Guo , Sarit Mukherjee , Sampath Rangarajan , Sanjoy Paul, A fair message exchange framework for distributed multi-player games, Proceedings of the 2nd workshop on Network and system support for games, p.29-41, May 22-23, 2003, Redwood City, California
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Hartmut Ritter , Thiemo Voigt , Min Tian , Jochen Schiller, Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games, Proceedings of the 2nd workshop on Network and system support for games, p.101-105, May 22-23, 2003, Redwood City, California
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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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