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  1. Proceedings of the 1st workshop on Network and system support for games (NetGames '02)
  2. A generic proxy system for networked computer games
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Mercury: a scalable publish-subscribe system for internet games
Generalized two-tier relevance filtering of computer game update events
A communication architecture for massive multiplayer games
A generic proxy system for networked computer games
State replication for multiplayer games
Network infrastructure for massively distributed games
Observations on game server discovery mechanisms
Network game traffic modelling
System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services
An efficient synchronization mechanism for mirrored game architectures
Subjective quality assessment for multiplayer real-time games
On the suitability of dead reckoning schemes for games

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A generic proxy system for networked computer games

Content Provider ACM Digital Library
Author Widmer, Jörg Mauve, Martin Fischer, Stefan
Abstract In this work-in-progress report we present the general outline of a research project which aims at providing proxy support for networked computer games. The problems of both client-server and fully replicated architectures are discussed and we reason that employing proxy technology, which has been successfully used for other networked applications, is advantageous for this class of applications as well. In particular we describe how a proxy system for networked computer games can help with providing congestion control, achieving robustness, minimizing the impact of network delay and providing fairness.
Starting Page 25
Ending Page 28
Page Count 4
File Format PDF
ISBN 1581134932
DOI 10.1145/566500.566504
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2002-04-16
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Latency optimization Proxy Networked computer games Robustness Congestion control Fairness
Content Type Text
Resource Type Article
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