Challenges in peer-to-peer gaming

Neumann, Christoph;Prigent, Nicolas;Varvello, Matteo;Suh, Kyoungwon
Computer Communication Review, Volume 37, Issue 1, January 2007, ISSN:0146-4833

While multi-player online games are very successful, their fast deployment suffers from their server-based architecture. Indeed, servers both limit the scalability of the games and increase deployment costs. However, they make it easier to control the game (e.g. by preventing cheating and providing support for billing). Peer-to-peer, i.e. transfer of the game functions on each each player's machine, is an attractive communication model for online gaming. We investigate here the challenges of peer-to-peer gaming, hoping that this discussion will generate a broader interest in the research community.


DOI
Type:
Journal
Date:
2007-01-01
Department:
Digital Security
Eurecom Ref:
2175
Copyright:
© ACM, 2007. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Computer Communication Review, Volume 37, Issue 1, January 2007, ISSN:0146-4833 http://dx.doi.org/10.1145/1198255.1198269
See also:

PERMALINK : https://www.eurecom.fr/publication/2175