| A challenge for reusing multiplayer online games without modifying binaries |
| Full text |
Pdf
(300 KB)
|
| Source
|
Network and System Support for Games
archive
Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
table of contents
Hawthorne, NY
SESSION: Multiplayer game architectures
table of contents
Pages: 1 - 9
Year of Publication: 2005
ISBN:1-59593-156-2
|
|
Authors
|
|
Yugo Kaneda
|
Keio University, Fujisawa, Kanagawa, Japan
|
|
Hitomi Takahashi
|
Keio University, Fujisawa, Kanagawa, Japan
|
|
Masato Saito
|
Keio University, Fujisawa, Kanagawa, Japan
|
|
Hiroto Aida
|
Keio University, Fujisawa, Kanagawa, Japan
|
|
Hideyuki Tokuda
|
Keio University, Fujisawa, Kanagawa, Japan
|
|
| Publisher |
|
| Bibliometrics |
Downloads (6 Weeks): 5, Downloads (12 Months): 42, Citation Count: 1
|
|
|
ABSTRACT
In this paper, we advocate the problem of reusing Multiplayer Online Game (MOG) in Client-Server (C/S) architecture. The problem is that MOG services cannot continue to be provided because of high maintenance cost for operating game servers. Additionally, it is caused by the decreasing service users who getting tired of the game and game providers who have faced difficulties in collecting charge of the game service. It is important that every user can play MOGs at any time whether game servers of game providers run them or not.We describe a challenging method for solving the problem. Our solution provides a middleware which is inserted under the game applications to switch network architecture from C/S to Peer-to-Peer (P2P). By exploiting this method, the network architecture of MOGs can be easily changed from C/S to P2P under some restrictions without modifying binaries.
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
|
bnetd: a free Battle.net server: http://www.chiark.greenend.org.uk/owend/free/bnetd.html.
|
| |
2
|
Massiv - Massively Multiplayer Online Game Middleware: http://massiv.objectweb.org/.
|
| |
3
|
The Expat XML Parser: http://expat.sourceforge.net/.
|
| |
4
|
Project:Athena - Ragnarok Online server emulation tool, 2004.
|
| |
5
|
Nathaniel E. Baughman and Brian Neil Levine. Cheat-proof playout for centralized and distributed online games. In INFOCOM, pages 104--113, 2001.
|
| |
6
|
Mark Claypool, David LaPoint, and Josh Winslow. Network Analysis of Counter-strike and Starcraft. In Proceedings of the 22nd IEEE International Performance, Computing and Communications Conference(IPCCC), Phoenix, Arizona, USA, 2003.
|
| |
7
|
Microsoft Corporation. NDIS - Network Driver Interface Specification: http://www.microsoft.com/whdc/device/network/ndis/default.mspx.
|
| |
8
|
Eric Cronin, Burton Filstrup, and Sugih Jamin. Cheat-proofing dead reckoned multiplayer games. In Proc. of 2nd International Conference on Application and Development of Computer Games, Jan 2003.
|
| |
9
|
|
 |
10
|
|
 |
11
|
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
[doi> 10.1145/963900.963903]
|
| |
12
|
B. Hoffmann-Wellenhof, H. Lichtenegger, and J. Collins. Global Positioning System: Theory and Practice, Fourth Edition. Springer-Verlag., 1997.
|
 |
13
|
Yang Chu , Sanjay Rao , Srinivasan Seshan , Hui Zhang, Enabling conferencing applications on the internet using an overlay muilticast architecture, Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications, p.55-67, August 2001, San Diego, California, United States
|
| |
14
|
id software. Quake: http://www.idsoftware.com/games/quake/.
|
| |
15
|
John Jannotti, David K. Gifford, Kirk L. Johnson, M. Frans Kaashoek, and James W. O'Toole, Jr. Overcast: Reliable multicasting with an overlay network. In Proc. of USENIX OSDI 2000, pages 197--212.
|
| |
16
|
|
| |
17
|
Microsoft Corporation. DirectPlay:http://www.microsoft.com/windows/directx/default.aspx.
|
| |
18
|
Microsoft Corporation. AGE OF EMPIRE: http://www.microsoft.com/games/empires/, 1997.
|
| |
19
|
David L. Mills. Internet time synchronization: The network time protocol. In Zhonghua Yang and T. Anthony Marsland (Eds.), Global States and Time in Distributed Systems, IEEE Computer Society Press. 1994.
|
 |
20
|
|
 |
21
|
Nathan Sheldon , Eric Girard , Seth Borg , Mark Claypool , Emmanuel Agu, The effect of latency on user performance in Warcraft III, Proceedings of the 2nd workshop on Network and system support for games, p.3-14, May 22-23, 2003, Redwood City, California
[doi> 10.1145/963900.963901]
|
| |
22
|
Jouni Smed, Timo Kaukoranta, and Harri Hakonen. A Review on Networking and Multiplayer Computer Games. In Technical Report 454, Turku Centre for Computer Science, 2002.
|
| |
23
|
P. Srisuresh and M. Holdrege. IP Network Address Translator (NAT) Terminology and Considerations. Request For Comments (Informational), 1999.
|
| |
24
|
VALVE SOFTWARE. Half Life:Counter Strike: http://www.counter-strike.net/, 2002.
|
| |
25
|
ZONA inc. Terazona: http://www.zona.net/.
|
|