Fábio Reis Cecin

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Traditionally, a central server is utilized to provide support to MMOGs (massively multiplayer online games), where the number of participants is in the order of tens of thousands. Much work has been done trying to create a fully peer-to-peer model to support this kind of application, in order to minimize the maintenance cost of its infrastructure, but(More)
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(More)
A Massively Multiplayer Game (MMG) is an Internet-based distributed game (or multiplayer game) that supports a large amount of simultaneous players interacting, in real-time, in a persistent virtual world. Practically all of today's MMGs employ a client-server distribution approach where the client is trusted only to send interaction requests and receive(More)
Determinism plays a key role in both model verification and in achieving accurate simulation statistical results. In this paper we present a general framework for achieving determinism in the execution of hybrid simulation models. This framework guarantees that models will produce the same results irrespective to the simulation kernel they are executed.(More)
We propose a peer-to-peer event ordering and simulation technique aimed at networked real-time action games. Partially based on replicated simulators, its goal is to support decentralized playout in small-scale game sessions on instanced action spaces while being resistant to collusion cheating. The action spaces are linked to persistent-state social spaces(More)
Massively Multiplayer Online Games are a growing segment on the game industry, combining the excitement of 3D games with the opportunity of playing with thousands of players worldwide. The common network model used is a straightforward client/server one, where all the simulation and events are processed on the server. This creates a bottleneck on the(More)