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http://dx.doi.org/10.7236/JIIBC.2020.20.3.73

A Hybrid Cloud-P2P Architecture for Scalable Massively Multiplayer Online Games  

Kim, Jin-Hwan (School of Computer Engineering, Hansung University)
Publication Information
The Journal of the Institute of Internet, Broadcasting and Communication / v.20, no.3, 2020 , pp. 73-81 More about this Journal
Abstract
Today's massively multiplayer online games(MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. The increase in the number of players in MMOGs has led to some issues with the demand of server which generates a significant increase in costs for the game industry and impacts to the quality of service offered to players. In dealing with a considerable scale of MMOGs, we propose a cloud computing and peer-to-peer(P2P) hybrid architecture in this paper. Given the two nearly independent functionalities of P2P and cloud architectures, we consider the possibility of fusing these two concepts and researching the application of the resultant amalgamation in MMOGs. With an efficient and effective provisioning of resources and mapping of load, the proposed hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud while exploiting the capacity of the peers. The simulation results show that MMOGs based on the proposed hybrid architecture have better performance and lower traffic received compared with MMOGs based on traditional client-server system.
Keywords
massively multiplayer; cloud computing; hybrid architecture; peer-to-peer; traffic;
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Times Cited By KSCI : 5  (Citation Analysis)
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