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MM
2004
ACM
104views Multimedia» more  MM 2004»
13 years 10 months ago
Supporting continuous consistency in multiplayer online games
Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some ...
Frederick W. B. Li, Lewis W. F. Li, Rynson W. H. L...
NOSSDAV
2005
Springer
13 years 10 months ago
MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games
In this paper we propose a fully distributed peer-to-peer (P2P) infrastructure supporting Networked Virtual Environment (NVE) applications, such as massively multiplayer online ga...
Anthony (Peiqun) Yu, Son T. Vuong
EUROPAR
2009
Springer
13 years 9 months ago
CAMEO: Continuous Analytics for Massively Multiplayer Online Games on Cloud Resources
Massively Multiplayer Online Games (MMOGs) have grown to entertain tens of millions of players daily. Currently, the game operators and third-parties using gameplay information rel...
Alexandru Iosup
SIGMOD
2008
ACM
154views Database» more  SIGMOD 2008»
14 years 5 months ago
SEMMO: a scalable engine for massively multiplayer online games
We propose to demonstrate SEMMO, a consistency server for MMOs. The key features of SEMMO are its novel distributed consistency protocol and system architecture. The distributed n...
Nitin Gupta 0003, Alan J. Demers, Johannes Gehrke
NETGAMES
2006
ACM
13 years 10 months ago
Authority assignment in distributed multi-player proxy-based games
We present a proxy-based gaming architecture and authority assignment within this architecture that can lead to better game playing experience in Massively Multi-player Online gam...
Sudhir Aggarwal, Justin Christofoli, Sarit Mukherj...