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A challenge for reusing multiplayer online games without modifying binaries
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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
ACM  New York, NY, USA
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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.

 
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Collaborative Colleagues:
Yugo Kaneda: colleagues
Hitomi Takahashi: colleagues
Masato Saito: colleagues
Hiroto Aida: colleagues
Hideyuki Tokuda: colleagues