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An Architecture of Game Grid Based on Resource Router

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Grid and Cooperative Computing (GCC 2003)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 3032))

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Abstract

Current MOGs (Multiplayer Online Games) have many drawbacks for their conventional architecture, such as bottlenecks, poor scalability and redundant data. And since each game is developed solely by a company or team, sharing resources among different games is extremely difficult. The aim of grid computing is to fulfill the fully sharing of distributed resources, and we borrow the idea of grid to solve the above problems of MOGs. In this paper, we analyze traditional architecture’s characteristic and propose an architecture of Game Grid based on the technology of Resource Router [1]; other key issues such as the scalability and load-balancing are also presented; a prototype called VEGA [2] Game Grid is introduced and evaluated.

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References

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© 2004 Springer-Verlag Berlin Heidelberg

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Wang, Y., Tan, E., Li, W., Xu, Z. (2004). An Architecture of Game Grid Based on Resource Router. In: Li, M., Sun, XH., Deng, Qn., Ni, J. (eds) Grid and Cooperative Computing. GCC 2003. Lecture Notes in Computer Science, vol 3032. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-24679-4_98

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  • DOI: https://doi.org/10.1007/978-3-540-24679-4_98

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-21988-0

  • Online ISBN: 978-3-540-24679-4

  • eBook Packages: Springer Book Archive

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