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PartyPeer: a P2P massively multiplayer online game

Published: 23 October 2006 Publication History

Abstract

Using peer-to-Peer (P2P) architectures for large scale interactive applications such as Massively Multiplayer Online Games (MMOG) is very challenging because of the difficulties to maintain a consistent game world in a distributed topology and exchange game state information in the P2P network without a central sever. In this demo proposal we present the innovative design and implementation of PartyPeer, an online social game which supports a massive number of users using our P2P based streaming network called ACTIVE+. We also discuss some of the implementation challenges when building this real-world P2P based game.

References

[1]
Torque Game Engine. Information about torque game engine is availabale at http://www.garagegames.com/.
[2]
L. S. Liu and R. Zimmermann. Active: Adaptive Low-latency Peer-to-Peer Streaming. In Multimedia Computing and Networking(MMCN), San Jose, CA, 2005.
[3]
L. S. Liu and R. Zimmermann. Adaptive Low-latency Peer-to-Peer Streaming and Its Application. Special Issue of the Multimedia Systems Journal, 2006.
[4]
L. S. Liu and R. Zimmermann. Immersive Peer-to-Peer Audio Platform for Massive Online Games. In IEEE International Workshop on Networking Issues in Multimedia Entertainment(NIME), Las Vegas, NV, 2006.

Cited By

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  • (2010)Peer-to-peer architecture for real-time strategy MMOGs with intelligent cheater detectionProceedings of the 3rd International ICST Conference on Simulation Tools and Techniques10.4108/ICST.SIMUTOOLS2010.8700(1-8)Online publication date: 15-Mar-2010
  • (2008)I3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer GamesJournal of Advanced Computational Intelligence and Intelligent Informatics10.20965/jaciii.2008.p014212:2(142-149)Online publication date: 20-Mar-2008

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      cover image ACM Conferences
      MM '06: Proceedings of the 14th ACM international conference on Multimedia
      October 2006
      1072 pages
      ISBN:1595934472
      DOI:10.1145/1180639
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 23 October 2006

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      Author Tags

      1. massively online games
      2. peer-to-peer streaming
      3. virtual reality

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      MM06
      MM06: The 14th ACM International Conference on Multimedia 2006
      October 23 - 27, 2006
      CA, Santa Barbara, USA

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      Overall Acceptance Rate 2,145 of 8,556 submissions, 25%

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      • (2010)Peer-to-peer architecture for real-time strategy MMOGs with intelligent cheater detectionProceedings of the 3rd International ICST Conference on Simulation Tools and Techniques10.4108/ICST.SIMUTOOLS2010.8700(1-8)Online publication date: 15-Mar-2010
      • (2008)I3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer GamesJournal of Advanced Computational Intelligence and Intelligent Informatics10.20965/jaciii.2008.p014212:2(142-149)Online publication date: 20-Mar-2008

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