References
- Blizzard Entertainment, http://www.worldofwarcraft.com/pvp/battlegrounds, 2011.
- EVE Online, http://www.eveonline.com, 2011.
- Final Fantasy XI, http://www.playonline.com/ffllus, 2011.
- Suznjevic, M., Stupar, I. and Matijasevic, M., "Traffic Modeling of Player Action Categories in a MMOR PG," International ICST Conf. on Simulation Tools and Techniques, pp. 280-287, 2012.
- J. Kim, "Reduction method of network bandwidth requirement for the scalability of multiplayer game server systems," The Journal of the Institute of Internet, Broadcasting and Communication, v. 13, no. 4, pp. 29-38, 2013. https://doi.org/10.7236/JIIBC.2013.13.4.29
- N. Knutsson, H. Lu, W. Xu and B. Hopkins, "Peer-to-peer support for massively multiplayer games," IEEE International Conference on Computer Communications. 2004.
- A. Bharambe, A, J. Pang and S. Seshan. "Colyseus: A Distributed Architecture for Online Multiplayer games," International Conference on Networked Systems Design & Implementation, pp. 3-6, 2006.
- J. Goodman and C. Verbrugge, "A Peer Auditing Scheme for Cheat Elimination in MMOGs," International ACM SIGCOMM Workshop on Network & System Support for Games, pp. 9-14, 2008.
- C. GauthierDickey, V. Lo, and D. Zappla, "Using n-trees for scalable event ordering in peer-to-peer games," International Workshop on Network & Operating Systems Support for Digital audio & Video, ACM, pp. 87-92, 2005.
- S. Y. Hu, S. C. Chang and J. R. Jiang, "Voronoi state management for peer-to-peer massively multiplayer online games," International IEEE Conference on Consumer Communications & Networking, pp. 1134-1138), 2008.
- M. Varvello, S. Ferrari, S, E. Biersack and C. Diot, "Distributed avatar management for Second Life," fInternational ACM SIGCOMM Workshop on Network & System Support for Games, pp. 1-6, 2009.
- M. Sozio, T. Neumann and G. Weikum,, "Near-optimal dynamic replication in unstructured peer-to-peer networks," ACM International Symposium on Principles of Database Systems, pp. 281-290, 2008.
- W. Nagel, W. Walter, W. Lehner, E. Leontiadis, V. Dimakopoulos and E. Pitoura, "Creating and maintaining replicas in unstructured peer-to-peer sy stems," International Euro. Conference on Parallel Processing, 4128. Springer, pp. 1015-1025, 2006.
- Y. Chu, S. G. Rao, S. Seshan and H. Zhang, "A case for end system multicast," IEEE Journal on Selected Areas in Communications, v. 20, no. 8, pp. 1456-1471, 2002. https://doi.org/10.1109/JSAC.2002.803066
- A. Schmieg, M. Stieler, S. Jeckel, P. Kabus, B. Kemme and A. Buchmann, "pSense-maintaining a dynamic localized peer-to-peer structure for position based multicast in games," International Conference on Peer-to-Peer Computing, IEEE. pp. 247-256, 2008.
- A. Chandler and J. Finney, "On the effects of loose causal consistency in mobile multiplayer games," International ACM SIGCOMM Workshop on Network & System Support for Games, ACM, pp. 1-11. 2005.
- IEEE, IEEE standard for distributed interactive simulation application protocols, IEEE standard 1278.1-1995.
- J. A. Hamilton., D. A, Nash and U. W. Pooch, Distributed simulation, CRC, 1997.
- L. Pantel and L. Wolf, "On the suitability of dead reckoning schemes for games," International ACM SIGCOMM Workshop on Network & System Support for Games, ACM, pp. 79-84, 2002.
- K. Zhang and B. Kemme, "Transaction models for massively multiplayer online games," International Symposium on Reliable Distributed Systems, IEEE, pp. 31-40, 2011.
- D. R. Jefferson, "Virtual time," ACM Trans. on Programming Language Systems, v. 7, no. 3, pp. 404-425, 1985. https://doi.org/10.1145/3916.3988
- S. Ferretti, "A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks," International Workshop on Distributed Event-Based Systems, ACM, pp. 83-94, 2008.
- L. Chan, J. Yong, J. Bai, B. Leong and R. Tan, "Hydra: a massively-multiplayer peer-to-peer architecture for the game developer," International ACM SIGCOMM Workshop on Network & System Support for Games, ACM, pp. 37-42, 2007.
- T. Kim and E. Kim, "An Integrated Prefetching/Caching Scheme for P2P Live Streaming," The Journal of the Institute of Internet, Broadcasting and Communication, v. 14, no. 1, pp. 69-76, 2014. https://doi.org/10.7236/JIIBC.2014.14.1.69