Mopar : a Mobile Overlay Peer-to-Peer Architecture for Scalable Massively Multiplayer Online Games

  title={Mopar : a Mobile Overlay Peer-to-Peer Architecture for Scalable Massively Multiplayer Online Games},
  author={Peiqun Yu},
............................................................................................................................. ii 
2 Citations
An Efficient Interest Management System for Networked Virtual Environment
This document summarizes current capabilities, research and operational priorities, and plans for further studies that were established at the 2015 USGS workshop on quantitative hazard assessments of earthquake-triggered landsliding and liquefaction.
Research on Service Management Techniques for P2P MMOG
This paper proposes a service management method for P2P MMOG, which adopts the ideas of Web service, all the computing functions are encapsulated in services, and several service nodes provide


MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games
A fully distributed peer-to-peer (P2P) infrastructure supporting Networked Virtual Environment (NVE) applications, such as massively multiplayer online games (MMOG), that is more scalable and fault tolerant than the existing approaches.
An evaluation of scalable application-level multicast built using peer-to-peer overlays
  • M. Castro, Michael B. Jones, +4 authors A. Wolman
  • Computer Science
    IEEE INFOCOM 2003. Twenty-second Annual Joint Conference of the IEEE Computer and Communications Societies (IEEE Cat. No.03CH37428)
  • 2003
This paper reports the first head-to-head comparison of CAN-style versus Pastry-style overlay networks, using multicast communication workloads running on an identical simulation infrastructure and shows that Pastry provides better performance than CAN.
Peer-to-peer support for massively multiplayer games
This work has designed scalable mechanisms to distribute the game state to the participating players and to maintain consistency in the face of node failures, and has implemented a simple game called SimMud, and experimented with up to 4000 players to demonstrate the applicability of this approach.
Chord: A scalable peer-to-peer lookup service for internet applications
Results from theoretical analysis, simulations, and experiments show that Chord is scalable, with communication cost and the state maintained by each node scaling logarithmically with the number of Chord nodes.
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
A zoned federation model is proposed to adapt MOG to peer-to-peer networks and it is shown that this approach is applicable to small and medium-sized MOGs, where the number of nodes is less than 500.
A Peer-to-Peer Message Exchange Scheme for Large-Scale Networked Virtual Environments
The proposed architecture is highly scalable and suitable for online applications such as massively multiplayer online role-playing games with hundreds of thousands of participants, where the dominant factor affecting scalability and performance is the overhead associated with exchange of update messages between users.
The Design of Synchronization Mechanisms for Peer-to-Peer Massively Multiplayer Games
Massively multiplayer online games (MMG) are natural applications for peer-to-peer overlays (P2P). However, the absence of synchronization among the peers significantly limits games’ functionality
Solipsis: A Massively Multi-Participant Virtual World
This paper presents a massively shared virtual reality system based on a network of peers. It does not rely on any server nor on IP multicast, and intends to be scalable to an unlimited number of
Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
Experimental results obtained with a prototype implementation on an emulated network of up to 100,000 nodes confirm Pastry's scalability and efficiency, its ability to self-organize and adapt to node failures, and its good network locality properties.
Mercury: a scalable publish-subscribe system for internet games
The design of MERCURY is presented, a completely distributed publish-subscribe system, which supports a content-based publish- Subscribe model of communication and performs distributed matching using a novel content- based routing protocol.