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Aspects of networking in multiplayer computer games

Jouni Smed, Timo Kaukoranta, Harri Hakonen, Aspects of networking in multiplayer computer games. The Electronic Library 20(2), 87--97, 2002.

Abstract:

Distributed, real-time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass communication architectures (peer-to-peer, client/server, server-network), and both data and control architectures (centralized, distributed, replicated). Third, scalability allows the MCG to adapt to the resource changes by parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming.

BibTeX entry:

@ARTICLE{jSmKaHa02a,
  title = {Aspects of networking in multiplayer computer games},
  author = {Smed, Jouni and Kaukoranta, Timo and Hakonen, Harri},
  journal = {The Electronic Library},
  volume = {20},
  number = {2},
  pages = {87--97},
  year = {2002},
  keywords = {Computers; Games; Computer Networks; Internet Article},
}

Belongs to TUCS Research Unit(s): Algorithmics and Computational Intelligence Group (ACI)

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