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Load Balancing Model for P2P MMOG
2010 International Conference on Biomedical Engineering and Computer Science, 2010In this paper, we proposed a Structured Multi-Agent (SMA) model for Massive Multi-player Online Game based on the peer to peer overlay (P2P MMOG). This model first defined some important theories relevant to P2P MMOG. Then, three core algorithms including node joining algorithm, neighbor discovery algorithm and node cross domain algorithm were ...
Jia Luo, Huiyou Chang
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MMOG based on MAS: the MMOG layer
International Joint Conference on Autonomous Agents and Multiagent Systems, 2009Massively Multiplayer Online Games present a new and exciting domain for service-oriented agent computing, Multi-Agent Systems, Agent Organizations and Electronic Institutions in order to face the challenges of designing a modern Massively Multiplayer On-line Game.
Gustavo Aranda Bada +2 more
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Addressing cheating in distributed MMOGs
Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games, 2005Massively Multiplayer Online Games (MMOGs) are a risky business: while they offer potential profits beyond those of conventional computer games, they also require costly investment in the necessary hardware infrastructure. In nearly every MMOG today, these costs come from the use of a Client/Server architecture where the load of possibly hundred ...
Patric Kabus +3 more
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A Traffic Modeling Method for MMOG
2008 Ninth ACIS International Conference on Software Engineering, Artificial Intelligence, Networking, and Parallel/Distributed Computing, 2008The traditional method of fitting data is least square, but this method can not model the main part of game traffic targetedly, so that the error is bigger while the number of players is increasing. In this paper, the game traffic is divided into four sections according to the density of data, each section is given a different weight, and relative ...
Xiangbin Shi +4 more
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A Taxonomy for and Analysis of the MMOG Landscape
Proceedings of International Workshop on Massively Multiuser Virtual Environments - GPGPU-7, 2014Massive Multiplayer On-Line Games exhibit specific trends that evolve over time. To efficiently analyze these evolutions, one needs to obtain information from multiple sources and correlate it in a meaningful way. Typically, this process involves manual labor and/or is left to specific community sites.
Peter Quax +5 more
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Improving gaming experience in zonal MMOGs
Proceedings of the 15th ACM international conference on Multimedia, 2007Synchronous communication is a primary concern for multi-user virtual environments like Massively Multiplayer Online Games (MMOGs). Most of the MMOGs offer discrete view for the avatars and follow logical zone layout for easy state management. The avatar movement, from one logical zone to another, causes reorganization at the P2P overlay structure. Its
Dewan Tanvir Ahmed +2 more
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An Expedite State Dissemination Mechanism for MMOGs
2008 International Symposium on Parallel Architectures, Algorithms, and Networks (i-span 2008), 2008Massively 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 ...
Dewan Tanvir Ahmed +1 more
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Survey of solutions for Peer-to-Peer MMOGs
2015 International Conference on Computing, Networking and Communications (ICNC), 2015Massively Multiplayer Online Games (MMOGs) are becoming increasingly popular in recent years. Traditional Client/Server architectures of MMOGs exhibit different issues in scalability, reliability, and responsiveness, as well as involve high cost for adding new servers when demand increases. The fast response time, support of large and growing number of
Sarmad A. Abdulazeez +3 more
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Editorial for the CHB special issue on MMOGs
Computers in Human Behavior, 2015Sociability, social structures, and the way that these are translated in the digital world are becoming an interesting topic for video game researchers (Christou, Zaphiris, Ang, & Law, 2011). Particularly, the way that these structures are manifested in Massively Multiplayer Online Games (MMOGs) becomes of interest, and that is evident from the ...
Georgios Christou +4 more
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An architecture supporting large scale MMOGs
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques, 2012The growing popularity of large-scale, highly interactive virtual reality systems such as massively multiplayer online games (MMOGs) necessitates highly robust and efficient architectures. Distributed implementations are common, but they must deal with challenges such as supporting very large numbers of closely interacting users, the need to maintain ...
Chandana Ghosh +3 more
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