TY - GEN
T1 - Peer-to-peer-based infrastructure support for massively multiplayer online games
AU - Rieche, Simon
AU - Wehrle, Klaus
AU - Fouquet, Marc
AU - Niedermayer, Heiko
AU - Petrak, Leo
AU - Carle, Georg
PY - 2007
Y1 - 2007
N2 - Online games are an interesting challenge and chance for the future development of the Peer-to-Peer paradigm. Massively multiplayer online games (MMOGs) are becoming increasingly popular today. However, even high-budget titles like World of Warcraft that have gone through extensive betatesting suffer from downtimes because of hard- and software problems. Our approach is to use structured P2P technology for the server infrastructure of MMOGs to improve their reliability and scalability. Such P2P networks are also able to adapt to the current state of the game and handle uneven distributions of the players in the game world. Another feature of our approach is being able to add supplementary servers at runtime. Our system allows using off-the-shelf PCs as infrastructure peers for participation in different game worlds as needed. Due to the nature of the Economy of Scale the same number of hosts will provide a better service than dedicated servers for each game world.
AB - Online games are an interesting challenge and chance for the future development of the Peer-to-Peer paradigm. Massively multiplayer online games (MMOGs) are becoming increasingly popular today. However, even high-budget titles like World of Warcraft that have gone through extensive betatesting suffer from downtimes because of hard- and software problems. Our approach is to use structured P2P technology for the server infrastructure of MMOGs to improve their reliability and scalability. Such P2P networks are also able to adapt to the current state of the game and handle uneven distributions of the players in the game world. Another feature of our approach is being able to add supplementary servers at runtime. Our system allows using off-the-shelf PCs as infrastructure peers for participation in different game worlds as needed. Due to the nature of the Economy of Scale the same number of hosts will provide a better service than dedicated servers for each game world.
UR - http://www.scopus.com/inward/record.url?scp=36349036493&partnerID=8YFLogxK
U2 - 10.1109/CCNC.2007.155
DO - 10.1109/CCNC.2007.155
M3 - Conference contribution
AN - SCOPUS:36349036493
SN - 1424406668
SN - 9781424406661
T3 - 2007 4th Annual IEEE Consumer Communications and Networking Conference, CCNC 2007
SP - 763
EP - 767
BT - 2007 4th Annual IEEE Consumer Communications and Networking Conference, CCNC 2007
T2 - 2007 4th Annual IEEE Consumer Communications and Networking Conference, CCNC 2007
Y2 - 11 January 2007 through 13 January 2007
ER -