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Available from: Stefan Fischer, Jun 20, 2015
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    ABSTRACT: While massively multiplayer online role-playing games involve large numbers of simultaneous players, two other popular game classes - first person action and real-time strategy games - are still rarely discussed for massively multiplayer gaming. This paper presents our work on Rokkatan , an online game which implements the common concept of real-time strategy in a scalable multiplayer design. In order to allow hundreds of users to participate in a single game session, Rokkatan uses our proxy-server network architecture which provides the required scalability and responsiveness required for a fast-paced gaming style. An analytical scalability model integrated into Rokkatan allows to forecast the maximum number of simultaneous players. Our experiments demonstrate good prediction quality of the model and high scalability of Rokkatan, which allows several hundreds of users to participate in a single game session.
    01/2005
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    ABSTRACT: Not Available
    Performance Analysis of Systems and Software, 2001. ISPASS. 2001 IEEE International Symposium on; 02/2001
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    ABSTRACT: Distributed, real-time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research have been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. Firstly, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Secondly, distribution concepts encompass communication architectures (peer-to-peer, client/server, server-network), and both data and control architectures (centralized, distributed, replicated). Thirdly, scalability allows the MCG to adapt to the resource changes by parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming. Keywords---Computer games, networking, online entertainment, distributed interactive simulation, virtual environments.
    The Electronic Library 10/2002; 20(2):87-97. DOI:10.1108/02640470210424392 · 0.50 Impact Factor