A challenge for reusing multiplayer online games without modifying binaries

Yugo Kaneda, Hitomi Takahashi, Masato Saito, Hiroto Aida, Hideyuki Tokuda

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

In this paper, we advocate the problem of reusing Multiplayer Online Game (MOG) in Client-Server (C/S) architecture. The problem is that MOG services cannot continue to be provided because of high maintenance cost for operating game servers. Additionally, it is caused by the decreasing service users who getting tired of the game and game providers who have faced difficulties in collecting charge of the game service. It is important that every user can play MOGs at any time whether game servers of game providers run them or not. We describe a challenging method for solving the problem. Our solution provides a middleware which is inserted under the game applications to switch network architecture from C/S to Peer-to-Peer (P2P). By exploiting this method, the network architecture of MOGs can be easily changed from C/S to P2P under some restrictions without modifying binaries.

Original languageEnglish
Title of host publicationProceedings of 4th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames 2005
PublisherAssociation for Computing Machinery, Inc
ISBN (Print)1595931562, 9781595931566
DOIs
Publication statusPublished - 2005 Oct 10
Event4th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames 2005 - Hawthorne, United States
Duration: 2005 Oct 102005 Oct 11

Other

Other4th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames 2005
Country/TerritoryUnited States
CityHawthorne
Period05/10/1005/10/11

Keywords

  • Client-Server Architecture
  • Middleware
  • Multiplayer Online Games
  • Peer-to-Peer Architecture
  • Reuse

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications
  • Human-Computer Interaction

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