A challenge for reusing multiplayer online games without modifying binaries

Yugo Kaneda, Hitomi Takahashi, Masato Saito, Hiroto Aida, Hideyuki Tokuda

研究成果: Conference contribution

6 被引用数 (Scopus)

抄録

In this paper, we advocate the problem of reusing Multiplayer Online Game (MOG) in Client-Server (C/S) architecture. The problem is that MOG services cannot continue to be provided because of high maintenance cost for operating game servers. Additionally, it is caused by the decreasing service users who getting tired of the game and game providers who have faced difficulties in collecting charge of the game service. It is important that every user can play MOGs at any time whether game servers of game providers run them or not. We describe a challenging method for solving the problem. Our solution provides a middleware which is inserted under the game applications to switch network architecture from C/S to Peer-to-Peer (P2P). By exploiting this method, the network architecture of MOGs can be easily changed from C/S to P2P under some restrictions without modifying binaries.

本文言語English
ホスト出版物のタイトルProceedings of 4th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames 2005
出版社Association for Computing Machinery, Inc
ISBN(印刷版)1595931562, 9781595931566
DOI
出版ステータスPublished - 2005 10月 10
イベント4th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames 2005 - Hawthorne, United States
継続期間: 2005 10月 102005 10月 11

Other

Other4th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames 2005
国/地域United States
CityHawthorne
Period05/10/1005/10/11

ASJC Scopus subject areas

  • 人工知能
  • コンピュータ グラフィックスおよびコンピュータ支援設計
  • コンピュータ ネットワークおよび通信
  • 人間とコンピュータの相互作用

フィンガープリント

「A challenge for reusing multiplayer online games without modifying binaries」の研究トピックを掘り下げます。これらがまとまってユニークなフィンガープリントを構成します。

引用スタイル