Remember Me
Or use your Academic/Social account:


Or use your Academic/Social account:


You have just completed your registration at OpenAire.

Before you can login to the site, you will need to activate your account. An e-mail will be sent to you with the proper instructions.


Please note that this site is currently undergoing Beta testing.
Any new content you create is not guaranteed to be present to the final version of the site upon release.

Thank you for your patience,
OpenAire Dev Team.

Close This Message


Verify Password:
Verify E-mail:
*All Fields Are Required.
Please Verify You Are Human:
fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Carter, CJ; El Rhalibi, A; Merabti, M
Publisher: IEEE
Languages: English
Types: Unknown
Subjects: QA75
We present a novel MMOG Hybrid P2P architecture and detail its key components, topology and protocols. We highlight the main components which lie at the heart of the proposed solution, and their roles, and describe the methods of tackling the key scenarios which are faced by the architecture during gameplay. For each role, we discuss the interactions that exist between them and describe the protocols that will be used for inter-role communication to perform the atomic actions necessary for maintaining the consistency and responsiveness of an MMOG such as peer addition, peer removal, group transfer, object change persistency and many more. We conclude the chapter with a comparison of the architecture against several existing P2P MMOG frameworks, discussing the differences which exist between them and how the novel Hybrid-P2P architecture we propose aims to address their flaws.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

    • [1] H Backhaus and S Krause, "QuON - a Quad-Tree Based Overlay Protocol for Distributed Virtual Worlds". 2009, 2nd International Workshop on Massively Multiuser Virtual Environments (MMVE09).
    • [2] E. Buyukkaya, M. Abdallah, R. Cavagna, and S. Y. Hu, "GROUP: Dual-Overlay State Management for P2P NVE". 2008, 14th IEEE International Conference on Parallel and Distributed Systems, Melbourne, pp. 1-6.
    • [3] C. Carter, A. El Rhalibi, M. Merabti, “A survey of AoIM, distribution and communication in peer-to-peer online games”. 2012, 21st International Conference on Computer Communications and Networks, ICCCN.
    • [4] A. El Rhalibi and M. Merabti, "Agents-Based Modeling for a Peer-2-Peer MMOG Architecture," Computers in Entertainment (CIE), vol. 3, no. 2, pp. 3-3, April 2005.
    • [5] L. Fan, P. Trinder, and H. Taylor, "Deadline-Driven Auctions for NPC host allocation in P2P MMOGs". 2010, International Journal of Advanced Media and Communication, vol. 4, no. 2, pp. 140-153.
    • [6] S. Y. Hu and G. Liao, "Scalable Peer-to-Peer Networked Virtual Environment". 2004, 3rd ACM SIGCOMM workshop on Network and system support for games.
    • [7] K. Kimura, S. Amamiya, T. Mine, and M. Amamiya. 2008. “A semi-structured overlay network for largescale peer-to-peer systems”. 7th International conference on Agents and Peer-to-Peer Computing.
    • [8] S. Yamamoto, Y. Murata, K. Yasumoto, and M. Ito, 2005. "A Distributed Event Delivery Method with Load Balancing for MMORPG". 4th ACM SIGCOMM workshop on Network and system support for games.
    • [9] A. P. Yu and S. T. Vuong, "MOPAR: a mobile peer-topeer overlay architecture for interest management of massively multiplayer online games". 2005, International workshop on Network and operating systems support for digital audio and video, Washington, pp. 99-104.
  • No related research data.
  • No similar publications.

Share - Bookmark

Download from

Cite this article