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A fully distributed architecture for massively multiplayer online games

Published: 30 August 2004 Publication History

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Reference

[1]
C. GauthierDickey, D. Zappala, V. Lo, and J. Marr. Low Latency and Cheat-proof Event Ordering for Peer-to-Peer Games. In ACM NOSSDAV, 2004.

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cover image ACM Conferences
NetGames '04: Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
August 2004
326 pages
ISBN:158113942X
DOI:10.1145/1016540
  • Program Chair:
  • Wu-chang Feng
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 August 2004

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Author Tags

  1. architecture
  2. distributed
  3. games
  4. interactive
  5. multiplayer

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SIGCOMM04
Sponsor:
SIGCOMM04: ACM SIGCOMM 2004 Conference
August 30, 2004
Oregon, Portland, USA

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  • (2022)Athlos: A Framework for Developing Scalable MMOG Backends on Commodity CloudsSoftware10.3390/software10100061:1(107-145)Online publication date: 7-Mar-2022
  • (2020)Multiplayer Game Backends: A Comparison of Commodity Cloud-Based ApproachesService-Oriented and Cloud Computing10.1007/978-3-030-44769-4_4(41-55)Online publication date: 28-Sep-2020
  • (2019)A Systematic Mapping Study of MMOG Backend ArchitecturesInformation10.3390/info1009026410:9(264)Online publication date: 21-Aug-2019
  • (2017)PithosACM Transactions on Multimedia Computing, Communications, and Applications10.1145/310557713:3(1-33)Online publication date: 12-Jul-2017
  • (2014)Multi-User Computer-Aided Design and Engineering Software ApplicationsCloud-Based Design and Manufacturing (CBDM)10.1007/978-3-319-07398-9_2(25-62)Online publication date: 17-Jun-2014
  • (2012)A Survey of State Persistency in Peer-to-Peer Massively Multiplayer Online GamesIEEE Transactions on Parallel and Distributed Systems10.1109/TPDS.2011.21023:5(818-834)Online publication date: 1-May-2012
  • (2012)Dynamic resource allocation for MMOGs in cloud computing environments2012 8th International Wireless Communications and Mobile Computing Conference (IWCMC)10.1109/IWCMC.2012.6314192(142-146)Online publication date: Aug-2012
  • (2012)Towards formalizing a reputation system for cheating detection in peer-to-peer-based massively multiplayer online gamesProceedings of the 6th international conference on Network and System Security10.1007/978-3-642-34601-9_22(291-304)Online publication date: 21-Nov-2012
  • (2011)Pithos: a state persistency architecture for peer-to-peer massively multiuser virtual environments2011 IEEE International Workshop on Haptic Audio Visual Environments and Games10.1109/HAVE.2011.6132541(1-6)Online publication date: Oct-2011
  • (2010)Design issues for Peer-to-Peer Massively Multiplayer Online GamesInternational Journal of Advanced Media and Communication10.1504/IJAMC.2010.0321384:2(108-125)Online publication date: 1-Mar-2010
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