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Most of the online games run on top of a client-server architecture with a single authoritative server designed for to support game logic. If the latency between a player and the server is large, the responsiveness of the game decreases. As a result, the performance is likely to degrade. For client-server architecture, we propose an opportunistic state forwarding method to comply with the hard time-constraint...
In this paper, we introduce a cheat-free path discovering process for peer-to-peer online games. The algorithm finds the requested path through the active participation of the users, but cheating is detected through a controller. The controller recalculates a path segment when two peers disagree in terms of cost, and identifies the cheater using the trust profile. This eventually lowers the computational...
In this paper, we present a dynamic area of interest management for massively multiplayer online games (MMOG). Instead of mapping the virtual space to the area of interest (AOI), we scheme AOIs to the virtual space. This zoneless MMOG is the consequence of dynamic AOI that redeems the necessity of inter-AOI communication. In addition, the AOI maintenance cost is reduced significantly by assigning...
For better gaming experience, we propose an auxiliary Area of Interest Management (AoIM) in zonal MMOG that works in P2P manner. The concept, named Synchronized AoIM (S-AoIM), gives synchronization to the system. The S-AoIM runs along with the general/primary area of interest management (G-AoIM) that provides most of the game services. The benefits are two-fold. First, the necessary data required...
In this paper, we present a microcell oriented load balancing mechanism in the context of a hybrid MMOG (massively multiplayer online game) architecture. The objective of the proposed approach is to define a fair load balancing model for peer-to-peer MMOGs and virtual environments that minimizes peer-to-peer distortions in the overlays. In the case of an overloaded server, the proposed approach identifies...
Massively multiuser online game, i.e. MMOG, is an active research especially to integrate players to perform routing task with the intention of keeping the game deployment cost to a minimum. This paper proposes a novel state dissemination mechanism for MMOG in the context of hybrid P2P architecture by exploiting the idle period of the participating players. The proposed approach performs such task...
In this paper, we introduce a framework that supports a large number of participants in a collaborative virtual environment (CVE). We consider object classification based on avatars' physical characteristics to define the overlay network used to disseminate update messages between participants. This concept systematically puts objects into different logical clusters where each cluster can be rated...
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