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Observations on game server discovery mechanisms

Published: 16 April 2002 Publication History

Abstract

Networked First Person Shooter (FPS) games are amongst the most popular multiuser applications on the Internet today. At any given time, there are thousands of servers available to a potential player. We describe and analyse the existing mechanisms for locating these game servers. The mechanisms are found to be inefficient and do not scale well. We propose and describe a distributed peer-to-peer server discovery mechanism. This is a work in progress.

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cover image ACM Conferences
NetGames '02: Proceedings of the 1st workshop on Network and system support for games
April 2002
76 pages
ISBN:1581134932
DOI:10.1145/566500
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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Publication History

Published: 16 April 2002

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Author Tags

  1. discovery
  2. games
  3. measurement

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  • (2012)REEDACM Transactions on Multimedia Computing, Communications, and Applications10.1145/2168996.21690008:2(1-21)Online publication date: 22-May-2012
  • (2011)IRSIEEE Transactions on Multimedia10.1109/TMM.2011.211464513:4(733-747)Online publication date: 1-Aug-2011
  • (2011)Deploying a massively multiplayer online game with a low-latency server infrastructureInformation Technology and Management10.1007/s10799-011-0084-712:1(35-47)Online publication date: 1-Mar-2011
  • (2010)Minimising Disruption Caused by Online FPS Game Server Discovery in a Wireless Network2010 IEEE Wireless Communication and Networking Conference10.1109/WCNC.2010.5506647(1-6)Online publication date: Apr-2010
  • (2008)Measurement and estimation of network QoS among peer Xbox 360 game playersProceedings of the 9th international conference on Passive and active network measurement10.5555/1791949.1791956(41-50)Online publication date: 29-Apr-2008
  • (2008)Measurement and Estimation of Network QoS Among Peer Xbox 360 Game PlayersPassive and Active Network Measurement10.1007/978-3-540-79232-1_5(41-50)Online publication date: 2008
  • (2008)P2P Networking and ApplicationsundefinedOnline publication date: 12-Dec-2008
  • (2004)Distributed server replication in large scale networksProceedings of the 14th international workshop on Network and operating systems support for digital audio and video10.1145/1005847.1005875(127-132)Online publication date: 16-Jun-2004
  • (2004)Developer Support in Open Hypermedia Systems: Towards a Hypermedia Service Discovery MechanismMetainformatics10.1007/978-3-540-24647-3_8(89-99)Online publication date: 2004
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