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dc.contributor.authorLiu, Lu
dc.contributor.authorJones, Andrew
dc.contributor.authorAntonopoulos, Nikolaos
dc.contributor.authorDing, Zhijun
dc.contributor.authorZhan, Yongzhao
dc.date.accessioned2016-11-16T18:15:09Z
dc.date.available2016-11-16T18:15:09Z
dc.date.issued2013-09-22
dc.identifier.citationLu, L. et al (2013) 'Performance evaluation and simulation of peer-to-peer protocols for Massively Multiplayer Online Games', 74 (8):2763 Multimedia Tools and Applicationsen
dc.identifier.issn1380-7501
dc.identifier.doi10.1007/s11042-013-1662-y
dc.identifier.urihttp://hdl.handle.net/10545/620875
dc.description.abstractMassively Multiplayer Online Games are networked games that allow a large number of people to play together. Classically MMOG worlds are hosted on many powerful servers and players that move around the world are passed from server to server as they pass through the environment. Running a large number of servers can be challenging and there are many considerations for a developer who wants to create a game to enter the MMOG market. If it is possible to use a P2P network to host an MMOG successfully, the costs of running a server farm are taken out of the equation. This will allow for groups with small budgets to enter the MMOG market and help competition in the market place. In this paper, the methods for the design of P2P massively multiplayer game protocols have been presented. Performance bottlenecks have been evaluated and highlighted by using simulations. The business viability has also been discussed in this paper.
dc.language.isoenen
dc.publisherSpringeren
dc.relation.urlhttp://link.springer.com/10.1007/s11042-013-1662-yen
dc.rightsArchived with thanks to Multimedia Tools and Applications. This is a post-peer-review, pre-copyedit version of an article published in Multimedia Tools and Applications. The final authenticated version is available online at: http://dx.doi.org/10.1007/s11042-013-1662-yen
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/en
dc.subjectMassively multiplayer online gamesen
dc.subjectP2Pen
dc.subjectNetworkingen
dc.subjectSimulationen
dc.titlePerformance evaluation and simulation of peer-to-peer protocols for Massively Multiplayer Online Gamesen
dc.typeArticleen
dc.identifier.eissn1573-7721
dc.contributor.departmentUniversity of Derbyen
dc.identifier.journalMultimedia Tools and Applicationsen
refterms.dateFOA2019-02-28T14:55:55Z
html.description.abstractMassively Multiplayer Online Games are networked games that allow a large number of people to play together. Classically MMOG worlds are hosted on many powerful servers and players that move around the world are passed from server to server as they pass through the environment. Running a large number of servers can be challenging and there are many considerations for a developer who wants to create a game to enter the MMOG market. If it is possible to use a P2P network to host an MMOG successfully, the costs of running a server farm are taken out of the equation. This will allow for groups with small budgets to enter the MMOG market and help competition in the market place. In this paper, the methods for the design of P2P massively multiplayer game protocols have been presented. Performance bottlenecks have been evaluated and highlighted by using simulations. The business viability has also been discussed in this paper.


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Archived with thanks to Multimedia Tools and Applications. This is a post-peer-review, pre-copyedit version of an article published in Multimedia Tools and Applications. The final authenticated version is available online at: http://dx.doi.org/10.1007/s11042-013-1662-y
Except where otherwise noted, this item's license is described as Archived with thanks to Multimedia Tools and Applications. This is a post-peer-review, pre-copyedit version of an article published in Multimedia Tools and Applications. The final authenticated version is available online at: http://dx.doi.org/10.1007/s11042-013-1662-y