Abstract — Multiplayer games become increasingly popular, mostly because they involve interaction among humans. Typically, multiplayer games are organized based on a Client-Server (CS) or a Peer-to-Peer (PP) architecture. In CS, players exchange periodic updates through a central server that is also responsible for resolving any state inconsistencies. In PP, each player communicates with every other player while state inconsistencies are resolved through a distributed agreement protocol. In this paper, we first examine these architectures from two perspectives: bandwidth requirement at the server and players, and latency to resolve any player state inconsistencies. Our results are based on both analysis and experimentation with an open-sour...
Most Massively Multiplayer Online Games (MMOG) use the Client-Server model, which has downsides in m...
Consistency is one of the most important aspects to be considered when designing a Distributed Inte...
This paper studies the way to improve consistency of states in a ball-game typed Distributed Virtual...
Multiplayer games become increasingly popular; mostly because players rather interact with other hum...
When designing a game with an online multiplayer aspect, game developers must choose a network archi...
When designing a game with an online multiplayer aspect, game developers must choose a network archi...
This paper presents the design, implementation, and evaluation of Colyseus, a distributed architectu...
Virtual worlds and massive multiplayer online games are amongst the most popular applications on the...
In recent years many popular interactive computer games have gained online remote multiplayer functi...
The architecture of network games is generally of two main types: Client/Server (C/S) and Peer to Pe...
[[abstract]]The online games grows vigorously in recent years, game population is increasing constan...
There are two main approaches, conservative and optimistic, for maintaining consistency in distribut...
This article is an editorial note submitted to CCR. It has NOT been peer reviewed. Authors take full...
Consistency is one of the most important aspects to be considered when designing a Distributed Inte...
In recent years, many popular interactive computer games have gained online remote multiplayer funct...
Most Massively Multiplayer Online Games (MMOG) use the Client-Server model, which has downsides in m...
Consistency is one of the most important aspects to be considered when designing a Distributed Inte...
This paper studies the way to improve consistency of states in a ball-game typed Distributed Virtual...
Multiplayer games become increasingly popular; mostly because players rather interact with other hum...
When designing a game with an online multiplayer aspect, game developers must choose a network archi...
When designing a game with an online multiplayer aspect, game developers must choose a network archi...
This paper presents the design, implementation, and evaluation of Colyseus, a distributed architectu...
Virtual worlds and massive multiplayer online games are amongst the most popular applications on the...
In recent years many popular interactive computer games have gained online remote multiplayer functi...
The architecture of network games is generally of two main types: Client/Server (C/S) and Peer to Pe...
[[abstract]]The online games grows vigorously in recent years, game population is increasing constan...
There are two main approaches, conservative and optimistic, for maintaining consistency in distribut...
This article is an editorial note submitted to CCR. It has NOT been peer reviewed. Authors take full...
Consistency is one of the most important aspects to be considered when designing a Distributed Inte...
In recent years, many popular interactive computer games have gained online remote multiplayer funct...
Most Massively Multiplayer Online Games (MMOG) use the Client-Server model, which has downsides in m...
Consistency is one of the most important aspects to be considered when designing a Distributed Inte...
This paper studies the way to improve consistency of states in a ball-game typed Distributed Virtual...