ACM Home Page
Please provide us with feedback. Feedback
A generic proxy system for networked computer games
Full text PdfPdf (145 KB)
Source 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
Authors
Martin Mauve  University of Mannheim, L15, 15, 68161 Mannheim, Germany
Stefan Fischer  TU Braunschweig, Muehlenpfordtstr. 23, 38106 Braunschweig
Jörg Widmer  University of Mannheim, L15, 15, 68161 Mannheim, Germany
Sponsor
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 5,   Downloads (12 Months): 50,   Citation Count: 24
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/566500.566504
What is a DOI?

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.

 
1
AKAMAI. Akamai homepage. www.akamai.com.
2
 
3
J. Aronson. Using Groupings for Networked Gaming. http://www.gamasutra.com/features/20000621/aronson_pfv.htm, June 2000.
 
4
N. E. Baughman and B. N. Levine. Cheat-proof playout for centralized and distributed online games. In Proc. Infocom, 2001.
 
5
Blizzard. Diablo II homepage. www.blizzard.com/worlds-diablo.shtml.
 
6
C. Diot and L. Gautier. A distributed architecture for multiplayer interactive applications on the internet. IEEE Networks magazine, 13(4), July/August 1999.
 
7
E. Frécon and M. Stenius. DIVE: A Scalable network architecture for distributed virtual environments. Distributed Systems Engineering Journal, 5(3):91-100, 1998.
8
 
9
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.
 
10
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.
 
11
Origin. Ultima online homepage. www.uo.com.
 
12
I. Software. ID software homepage. www.idsoftware.com.
 
13
Verant. Everquest homepage. www.everquest.com.
 
14

CITED BY  24

Collaborative Colleagues:
Martin Mauve: colleagues
Stefan Fischer: colleagues
Jörg Widmer: colleagues