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001 AAINR61236
005 20100927085429.5
008 100927s2009 ||||||||||||||||| ||eng d
020 9780494612361
035 (UMI)AAINR61236
040 UMI|cUMI
100 1 Ahmed, Dewan Tanvir
245 10 Architectural challenges and solutions for peer-to-peer
massively multiplayer online games
300 191 p
500 Source: Dissertation Abstracts International, Volume: 71-
06, Section: B, page:
502 Thesis (Ph.D.)--University of Ottawa (Canada), 2009
520 Massively Multiuser Online Games (MMOG), now supporting
millions of simultaneous participants on a regular basis,
have become a significant contributor in human-to-human
communications. While originally designed for games, they
have now moved into serious realms of socialization,
business, commerce, scientific experimentation, and
others. As more and more people participate in these
massive environments, the underlying infrastructure is
starting to exhibit shortcomings that limit the progress,
practicality, and applicability of MMOGs. This thesis
explores various architectural challenges inherent in
MMOGs and offers effective solutions in the context of a
hybrid model. The key objective of this hybrid model,
named M assively Multiuser VIrtual S imulation
Architecture (MM-VISA), is to form a stable and scalable
collaboration platform that economically combines the
resources of both servers and player peers, incorporating
the advantages of a centralized architecture and a
scalable Peer-to-Peer distributed system, which in turn
leads to improved support for the participating masses
520 Synchronous communication among massive number of users in
an MMOG is a prime concern, and difficult and/or expensive
to support. This massiveness causes challenges that cannot
be solved with conventional techniques used in traditional
collaborative environments. Massive number of players'
frequent and random movements in the virtual environment
and zone-switching can easily break synchronous
communication and cause substantial strain on the
underlying system, networking, and server infrastructure.
To alleviate such problems, this thesis proposes a model
consisting of interest-driven zone crossing, dynamic
shared regions, clustering of players based on their
attributes, multilevel multiphase load-balancing with
several plug-able solutions, hybrid routing based on a
combination of centralized and Peer-to-Peer (P2P)
networking, and interest-management techniques considering
dynamics of the area of interest and graphical computing.
It is then revealed that the model significantly improves
overall system performance and enhances infrastructure
stability in terms of load, network overlay, and other
performance characteristics
590 School code: 0918
650 4 Computer Science
690 0984
710 2 University of Ottawa (Canada)
773 0 |tDissertation Abstracts International|g71-06B
856 40 |uhttp://pqdd.sinica.edu.tw/twdaoapp/servlet/
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