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 |
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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 10 → 2005 10月 11 |
Other
Other | 4th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames 2005 |
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国/地域 | United States |
City | Hawthorne |
Period | 05/10/10 → 05/10/11 |
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