ACM Home Page
Please provide us with feedback. Feedback
Challenges in peer-to-peer gaming
Full text PdfPdf (99 KB)
Source 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
Authors
Christoph Neumann  Thomson Research Lab, Paris, France
Nicolas Prigent  Thomson Security Research Lab, Rennes, France
Matteo Varvello  Eurecom, Sophia-Antipolis, France
Kyoungwon Suh  University of Massachusetts, Amherst, US
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 18,   Downloads (12 Months): 207,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
Save this Article to a Binder    Display Formats: BibTex  EndNote ACM Ref   
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1198255.1198269
What is a DOI?

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.

 
1
An Analysis of MMOG Subscription Growth web site. http://www.mmogchart.com/.
 
2
N. E. Baughman, M. Liberatore, and B. N. Levine. Cheat-proof playout for centralized and peer-to-peer gaming. IEEE/ACM Transactions on Networking. To appear.
 
3
M. Castro, P. Druschel, A.-M. Kermarrec, and A. Rowstron. Scribe: A large-scale and decentralised application-level multicast infrastructure. IEEE Journal on Selected Areas in Communication (JSAC), 20(8), 2002.
 
4
 
5
L. Gautier, C. Diot, and J. Kurose. End-to-end transmission control mechanisms for multiparty interactive applications on the internet. In Proceedings of IEEE INFOCOM'99, Mar. 1999.
6
7
 
8
B. Knutsson, H. Lu, W. Xu, and B. Hopkins. Peer-to-peer support for massively multiplayer games. In Proceedings of IEEE INFOCOM'04, March 2004.
 
9
B. N. Levine, J. Crowcroft, C. Diot, J. Garcia-Luna-Aceves, and J. F. Kurose. Consideration of receiver interest for ip multicast delivery. In Proceedings of IEEE INFOCOM'00, Mar. 2000.
 
10
D. of Defense. Trusted Computer System Evaluation Criteria (The Orange Book), Dec. 1985. DoD 5200.28-STD.
 
11
 
12
 
13
B. Wietrzyk and M. Radenkovic. Enabling rapid and cost-effective creation of massive pervasive games in vey unstable environments. In IEEE/IFIP WONS 2007, January 2007.
14
15

Collaborative Colleagues:
Christoph Neumann: colleagues
Nicolas Prigent: colleagues
Matteo Varvello: colleagues
Kyoungwon Suh: colleagues