NGS: An application layer network game simulator
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In the last five years the popularity of Massively Multiplayer Online Games (MMOGs) has exploded. Unfortunately, the demand has far outweighed the resources developers can provide. Many MMOGs are suffering from scalability issues, resulting in sharding, down time, and server crashes. To solve these problems, the research community is investigating peer-to-peer (P2P) overlay networks to support MMOGs, as P2P networks are theoretically and practically scalable. The majority of analysis of P2P gaming architectures has been qualitative, making it difficult to understand the strengths and weaknesses of each system. This is partially due to the lack of appropriate simulation tools. To address this problem we have developed an application layer network game simulator - NGS - for modelling network game architectures. NGS includes mechanisms to collect quantitative metrics, which may then be used to perform comparisons with other architectures. NGS is flexible enough to model Client/Server, Region based, Neighbour based, and hybrid architectures. It is extensible and modular, and will enable the research community to evaluate the benefits and weaknesses of existing and new network gaming architectures. Results demonstrating the extensibility and performance of NGS, and comparisons of the performance of several different architectures are included.
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Webb, Steven Daniel (2010)Network computer games are played amongst players on different hosts across the Internet. Massively Multiplayer Online Games (MMOG) are network games in which thousands of players participate simultaneously in each instance ...
Webb, Steven; Soh, Sieteng; Lau, William (2007)Peer-to-peer (P2P) architectures provide better scalability than Client/Server (C/S) for Massively Multiplayer Online Games (MMOG); however, they increase the possibility of cheating. Existing P2P cheat solutions only ...
Webb, Steven; Soh, Sieteng; Lau, William (2007)The Mirrored Server (MS) architecture uses multiple mirrored servers across multiple locations to alleviate the bandwidth bottleneck in the Client/Server (C/S) architecture. Each mirror receives and multicasts player ...