| Challenges in peer-to-peer gaming |
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ACM SIGCOMM Computer Communication Review
archive
Volume 37 , Issue 1 (January 2007)
table of contents
COLUMN: Editorial zone
table of contents
Pages: 79 - 82
Year of Publication: 2007
ISSN:0146-4833
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Downloads (6 Weeks): 18, Downloads (12 Months): 207, Citation Count: 0
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ABSTRACT
While multi-player online games are very successful, their fast deployment suffers from their server-based architecture. Indeed, servers both limit the scalability of the games and increase deployment costs. However, they make it easier to control the game (e.g. by preventing cheating and providing support for billing). Peer-to-peer, i.e. transfer of the game functions on each each player's machine, is an attractive communication model for online gaming. We investigate here the challenges of peer-to-peer gaming, hoping that this discussion will generate a broader interest in the research community.
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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