LEADER 00000nam  2200289   4500 
001    AAINR61236 
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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/
       advanced?query=NR61236