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PartyPeer: a P2P massively multiplayer online game

Published:23 October 2006Publication History

ABSTRACT

Using peer-to-Peer (P2P) architectures for large scale interactive applications such as Massively Multiplayer Online Games (MMOG) is very challenging because of the difficulties to maintain a consistent game world in a distributed topology and exchange game state information in the P2P network without a central sever. In this demo proposal we present the innovative design and implementation of PartyPeer, an online social game which supports a massive number of users using our P2P based streaming network called ACTIVE+. We also discuss some of the implementation challenges when building this real-world P2P based game.

References

  1. Torque Game Engine. Information about torque game engine is availabale at http://www.garagegames.com/.Google ScholarGoogle Scholar
  2. L. S. Liu and R. Zimmermann. Active: Adaptive Low-latency Peer-to-Peer Streaming. In Multimedia Computing and Networking(MMCN), San Jose, CA, 2005.Google ScholarGoogle Scholar
  3. L. S. Liu and R. Zimmermann. Adaptive Low-latency Peer-to-Peer Streaming and Its Application. Special Issue of the Multimedia Systems Journal, 2006.Google ScholarGoogle Scholar
  4. L. S. Liu and R. Zimmermann. Immersive Peer-to-Peer Audio Platform for Massive Online Games. In IEEE International Workshop on Networking Issues in Multimedia Entertainment(NIME), Las Vegas, NV, 2006.Google ScholarGoogle Scholar

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  1. PartyPeer: a P2P massively multiplayer online game

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      • Published in

        cover image ACM Conferences
        MM '06: Proceedings of the 14th ACM international conference on Multimedia
        October 2006
        1072 pages
        ISBN:1595934472
        DOI:10.1145/1180639

        Copyright © 2006 ACM

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 23 October 2006

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