The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
Massively multi-user virtual environments (MMVEs)are becoming increasingly popular with millions of users. Typically, commercial implementations rely on client/server architectures for managing the game state and use message passing mechanisms to communicate state changes to the clients. We have developed the Typed Grid Object Sharing (TGOS)service providing data sharing of in-memory data. TGOS aims...
In networked real-time games such as First Person Shooting (FPS) through a network which does not guarantee the Quality of Service (QoS), the consistency and fairness among players may be disturbed owing to network delay and jitter. To keep the consistency and fairness high, this paper carries out group synchronization control, which adjusts the output timing among multiple terminals. However, the...
In this paper, we focus on the simulation element of a hybrid client-server and authority-driven peer-to-peer MMOG framework currently in development, created in Java and utilising the ns-3 network simulator through a native interface, with some discussion of the overall framework. The framework is intended eventually for use in the development of networked multiplayer games and will aid in respecting...
We propose and evaluate a novel improvement to a previously published, unreliable covert channel based on the network traffic of multiplayer, first person shooter online games (FPSCC). Covert channels typically embed themselves within pre-existing (overt) data transmissions in order to carry hidden messages. FPSCC encodes covert bits as slight, yet continuous, variations of a player's character's...
A new development framework for mobile games is proposed. In this framework, pressure movement module, module of thread pool based on I/O completion port, and message module are explained in detail. The proposed framework can solve three main problems caused by traditional framework. Firstly, single server may exhaust their resources. Secondly, synchronization and exclusion of multi-thread can lead...
Distributed Virtual Environments such as Massive Multiplayer Online Games or Virtual Worlds have become very popular in the last few years and a more substantial surge in popularity and use is expected. Because of the huge number of users most of these environments have to cope with scalability problems. The change of the basic infrastructure from a centralized client-server to a decentralized peer-to-peer...
Peer to peer (P2P) online game systems have garnered attention recently. This paper presents an online game protocol based on the lockstep protocol and the Byzantine agreement algorithm. The former prevents dishonest actions called time-cheats in a peer to peer (P2P) network. The latter disables Byzantine cheats, with actions resembling the Byzantine fault. Using this protocol, a game can be continued...
Massively online virtual environments (MOVEs) have been gaining popularity for several years. Today, these complex networked applications are serving thousands of clients simultaneously. However, these MOVEs are typically hosted on specialized server clusters and rely on internal knowledge of the services to optimize the load balancing. This makes running MOVEs an expensive undertaking as it cannot...
Most of the online games run on top of a client-server architecture with a single authoritative server designed for to support game logic. If the latency between a player and the server is large, the responsiveness of the game decreases. As a result, the performance is likely to degrade. For client-server architecture, we propose an opportunistic state forwarding method to comply with the hard time-constraint...
Due to the popularization of Internet, online games become one of the most popular entertainments for teenagers. According to the estimates DFC Intelligence, the output values of global online games reach 9,800 million dollars in 2009. Massively Multiplayer Online Game (MMOG) is the most profitable one. This paper studies the MMOG system. Since MMOG systems usually serve massive users simultaneously,...
The technology supporting multiplayer online games (MOGs) has greatly improved in the past few years. This represents great news both for players all over the world and for researchers that are struggling behind tough problems in real-time distributed systems. Indeed, MOGs represent a peculiar class of distributed systems, sharing features, requirements, challenges, and thereby also feasible solutions...
Reducing network bandwidth demands on MMOW servers and user clients involves describing user content as aggregate collections identified by summary descriptors, letting a user client control the transfer of needed content from servers to the client, and using a download service hierarchy implemented by a content delivery network service.
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.