Abstract
This paper deals with Massively Multiplayer Online Services, users of which communicate interactively with one another in real time. At present, this kind of services is generally provided in a Client-Server Model, in which users connect directly with a central server managed by a service provider. However, in this model, since a computational load and a communication load concentrate on the central server, high-performance server machines and high-speed data links are required. In this paper, we propose an architecture for distributing the loads by delegating part of the server’s function to users’ machines, which is based on a Peer-to-Peer Model.
When we adopt a Peer-to-Peer Model, we face a security problem. In our research, we let multiple machines of users manage the same data and apply a decision by majority rule. This mechanism adds robustness against halts of users’ machines and data tampering by malicious users to the service.
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© 2007 International Federation for Information Processing
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Endo, K., Kawahara, M., Takahashi, Y. (2007). A Distributed Architecture for Massively Multiplayer Online Services with Peer-to-Peer Support. In: Gaïti, D. (eds) Network Control and Engineering for QoS, Security and Mobility, IV. NetCon 2005. IFIP — The International Federation for Information Processing, vol 229. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-49690-0_12
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DOI: https://doi.org/10.1007/978-0-387-49690-0_12
Publisher Name: Springer, Boston, MA
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