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http://dx.doi.org/10.7236/JIIBC.2019.19.5.143

Bandwidth Analysis of Massively Multiplayer Online Games based on Peer-to-Peer and Cloud Computing  

Kim, Jin-Hwan (Dept. of Multimedia Engineering, Hansung University)
Publication Information
The Journal of the Institute of Internet, Broadcasting and Communication / v.19, no.5, 2019 , pp. 143-150 More about this Journal
Abstract
Cloud computing has recently become an attractive solution for massively multiplayer online games(MMOGs), as it lifts operators from the burden of buying and maintaining hardware. Peer-to-peer(P2P) -based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. We propose a hybrid architecture for MMOGs that combines technological advantages of two different paradigms, P2P and cloud computing. An efficient and effective provisioning of resources and mapping of load are mandatory to realize an architecture that scales in economical cost and quality of service to large communities of users. As the number of simultaneous players keeps growing, the hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. For MMOGs, besides server time, bandwidth costs represent a major expense when renting on-demand resources. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed hybrid architecture can reduce the bandwidth at the server while utilizing enough bandwidth of players.
Keywords
massively multiplayer; cloud computing; hybrid architecture; bandwidth; peers;
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