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FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games
Budapest, Hungary October 21-October 23
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/DS-RT.2004.21Eighth IEEE International Symposium o ...
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Fábio Reis Cecin, Universidade Federal do Rio Grande do Sul Porto Alegre
Rodrigo Real, Universidade Federal do Rio Grande do Sul Porto Alegre
Rafael de Oliveira Jannone, Universidade Federal do Rio Grande do Sul Porto Alegre
Cláudio Fernando Resin Geyer, Universidade Federal do Rio Grande do Sul Porto Alegre
Márcio Garcia Martins, Universidade do Vale do Rio dos Sinos
Jorge Luis Victória Barbosa, Universidade do Vale do Rio dos Sinos
State-of-the-art Massively Multiplayer Games such as EverQuest and Ultima Online are currently implemented as client-server systems. Although this approach allows the development of commercially viable MMG services, the costs associated with running a scalable client-server MMG service are often too high for small companies or research projects. This paper proposes FreeMMG, a mixed peer-to-peer and client-server approach to the distribution aspect ofMMGs. It is argued that the FreeMMG model supports scalable, cheat-resistant, massively multiplayer realtime strategy (RTS) games using a lightweight server that delegates the bulk of the game simulation to the clients. A working prototype game called FreeMMG Wizards is presented, together with some preliminary scalability test results featuring up to 300 simulated game clients connected to a FreeMMG server. The results show that the measured server traffic can be considered very low if compared with more centralized alternatives.
Citation:
Fábio Reis Cecin, Rodrigo Real, Rafael de Oliveira Jannone, Cláudio Fernando Resin Geyer, Márcio Garcia Martins, Jorge Luis Victória Barbosa, "FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games," ds-rt, pp.83-90, Eighth IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'04), 2004
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