I. INTRODUCTION Multiplayer network games have become increasingly popular over the past decade and their popularity continues to grow as more vendors release this genre of games over social media or as expansions to single-player games. A very prominent category of multiplayer games is the so-called Massively Multiplayer Online Games (MMOGs), which allow a large number of players to play within a virtual world. Successful examples are World of Warcraft [1], Eve Online [2] and Lord of the Rings Online [3]. The idea behind most MMOGs is that of a large virtual world, consisting of thousands of players at any given time, which allows for player interaction and story lines in order to fulfill a quest. In many cases, these quests are designed to be difficult for a single player to undertake, thus forcing players to form groups and solve them together. Online games present quite different challenges to other distributed application domains (e.g., ecommerce). However, the basic problems remain of gaining scalability and ensuring correctness of execution [4]. The most common model used by the majority of vendors of MMOGs is the server-client model. In this model, the clients i.e. the players connect to the server and send data to it. The server in-turn processes all the requests it receives from the clients and broadcasts the results that occur in the game world back to clients. As the number of clients grows, scalability is achieved by employing server clusters. In addition to broadcasting results, the server is also responsible for: managing player positions in the virtual world, manage the AI and non-player characters in the world, and securely save each player’s characters and their traits. An optional model being widely propose... ... middle of paper ... ...y multiplayer games. [11] S. Rieche, M. Fouquet, H. Niedermayer, L. Petrak, K. Wehrle, and G. Carle. Peer-to-peer- based Infrastructure Support for Massively Multiplayer Online Games. 2006. [12] MiMaze. www-sop.inria.fr/rodeo/MiMaze/ [13] C. GauthierDickey, D. Zappala, V. Lo, and J. Marr. Low latency and cheat-proof event ordering for peer-to-peer games. 2004. [14] B. Knuttson, H. Lu, W.Xu, and B. Hopkins. Peer-to-peer support for massively multiplayer games. 2004. [15] A. Rowstron, and P. Druschel. Pastry: Scalable, distributed object location and routing for large-scale peer-to-peer systems. 2001. [16] M. Castro, P. Druschel, A.-M. Kermarrec, and A. Rowstron. Scribe: A large-scale and decentralized application-level multicast infrastructure. 2002. [17] S. Ratnasamy, P. Francis, M. Handley, R. Karp, and S. Shenker. A Scalable Content-Addressable Network. 2001.
The last few years has seen an explosion in the use of the Internet as a means for exchanging, free of charge, digital media by way of Peer-to-Peer (P2P) file sharing technologies. Initially, the practice was primarily limited to the swapping of music, in the form of MP3 files. The pervasiveness of broadband, the advent of newer file types, and the creation of more sophisticated technologies has subsequently made possible the exchange of other types as well – including movies, television shows and software. Again, for free.
...10 dollars to gain access to an online server that acts as a simulated finite world for each person to place their character in. Players manipulate their character and basically live that person’s live in that finite simulated world that contains other players. They buy property, get a job and interact with other players. I was unable to actually observe anyone playing Everquest or play it myself. However it seems to take the level of interaction to new levels. For obvious reasons I find that a little unsettling. I think that is safe to say that many people actually prefer their simulated online personas and friends to their real life ones. That may pose new problems in the future. At the pace that technology is currently developing I think that soon the number of people who find more satisfaction and fulfillment in their “cyber lives” will only grow. Also, to speculate a little I think that in the future it will probably be possible to immerse yourself in a totally simulated environment. Will be people totally isolate themselves and spend years inside life simulations oblivious to the real world but still perfectly content to live out their days in a Matrix like cyber dreamscape?
Peer-to-peer (P2P) networks have had a staggering growth in the past few years. Since Napster, dozens of P2P networks have been created in its imitation. Due to the growing accessibility of broadband, which increases the speed of downloads, P2P networks generate nearly 1.8 billion downloads per month. Popularity and acceptance is still continually growing.
This is for online games where a player can interact and build relationships with other players
Peer-to-peer networking has existed for years. The IP routing structure of the Internet is still peer-to-peer, albeit with several layers of hierarchy, and individual routers act as peers in finding the best route from one point on the net to another[4]. However, it is only recently, with the development applications that utilize P2P to create vast stores of media files, that it has become immensely popular. While these applications only account for a fraction of peer-to-peer networking's uses, they have received the majority of the attention.
Structured P2P overlay network have tightly controlled topologies and content is placed at specified locations to efficiently solve queries. Some well-known examples are Content Addressable Network (CAN) [44], Chord [15] and Pastry [45]. Such overlays use a Distributed Hash Table (DHT) as substrate, where data objects (or values) are placed deterministically at the peers whose identifiers correspond to the data object’s unique key. In DHT-based systems, node identifiers are uniform-randomly assigned to the peers from a large space of identifiers. Similarly, unique identifiers, chosen from the same identifier space and called keys, are computed from data objects by means of a hash function. Keys are then mapped by the overlay network protocol to a unique live peer in the overlay network. The structured P2P overlay network support scalable storage and retrieval of {key,value} pairs. Given a key, operations like put(key,value) and get(key) can be invoked respectively to store and retrieve the data object corresponding to the key, which involves routing requests to the peer corresponding to the key. However, they only supports exact matching and are strongly affected by peer churn [31].
Ihlwan, Moon. “The Champs in Online Games” Business Week Online 23 July 2001. October 28, 2003. (http://www.businessweek.com/magazine/content/01_30/b3742142.htm)
Peer-to-peer is a communications model in which each party has the same capabilities and either party can initiate a communication session. Other models with which it might be contrasted include the client/server model and the master/slave model. In some cases, peer-to-peer communications is implemented by giving each communication node both server and client capabilities. In recent usage, peer-to-peer has come to describe applications in which users can use the Internet to exchange files with each other directly or through a mediating server.
According to the World of Warcraft Community Site, World of Warcraft is “a massively multiplayer online game…enabling thousands of players to come together online and battle against the world and each other. Players from across the globe can leave the real world behind and undertake grand quests and heroic exploits in a land of fantastic adventure” (“World of Warcraft Guide“). Although the origins of MMORPGs can be traced to the 1970’s, the release of Ultima Online and Everquest, commonly called UO and EQ respectively, in the late 1990’s brought MMORPGs to a broader PC gaming audience. Since the release of UO and EQ, MMORPGs have become a multi-billion dollar market. World of Warcraft went live in November of 2004, and its community has since grown to over 1.5 million players. Effective community management was made a staple in the industry by its two most notable pioneers. Community management is vital to the success of a MMORPG, and WoW is no exception.
Sending data through the internet efficiently has always posed many problems. The two major technologies used, Ethernet and Asynchronous Transfer Mode (ATM), have done an admirable job of porting data, voice and video from one point to another. However, they both fall short in differing areas; neither has been able to present the "complete" package to become the single, dominant player in the internet market. They both have dominant areas they cover. Ethernet has dominated the LAN side, while ATM covers the WAN (backbone). This paper will compare the two technologies and determine which has a hand-up in the data trafficking world.
Gaming is one of the largest growing communities today. With a total of over 79 million unique subscribers within the gaming category on YouTube, and huge annual gaming conventions held around the world, virtual gaming almost seems a sport.
Take a look around, it may not seem immediately clear but the world of gambling has changed. The fresh-faced digital realm has replaced the once stodgy and unwelcoming land based casinos of the world. These new online casinos have revolutionised the way people play through several key factors. One of those key reasons is the innovation and continual development of the online slots genre. Looking at online slots in more detail, here are five reasons as to why you should play them online rather than visit a land-based casino.
Timothy Pintello (2013). Introduction to Networking with Network1. USA: John Wiley & Sons, Inc. 175-199.
Peer-to-peer (P2P) is a substitute network design to the conventional client-server architecture. P2P networks utilize a decentralised model in which each system, act as a peer, and serve as a client with its own layer of server functionality. A companion plays the role of a client and a server in the meantime. That is, the node can send calls to other nodes, and at the same time respond to approaching calls from other companions in the system. It is different from the traditional client-server model where a client can just send requests to a server and then wait for the server’s response.
Gaming virtual worlds also abbreviated as MMOGs (massively multiplayer online games) and MMORPGs (massively multiplayer online role-playing games)—have included well-known titles such as World of War craft, Ever Quest Online Adventures, and The Sims Online. Vast and complex online environments, gaming virtual worlds have been the focus of much social science research in their own right. However, because their primary purpose is for gaming, not communications, gaming worlds are not typically used for extensive scientific discourse. To see how virtual worlds are used to communicate science, we must turn to an entirely different category of virtual worlds, called social virtual worlds. (Kavanaugh, 2001: 496)