A massively multiplayer online game (MMOG) using the peer-to-peer (P2P) networking architecture

Date of Publication

2008

Document Type

Bachelor's Thesis

Degree Name

Bachelor of Science in Computer Science

Subject Categories

Computer Sciences

College

College of Computer Studies

Department/Unit

Computer Science

Thesis Adviser

Solomon L. See

Defense Panel Member

Danny C. Cheng
Rhia S. Trogo

Abstract/Summary

Most Massively Multiplayer Online Games (MMOG) use the Client-Server model, which has downsides in maintenance, cost and scalability. Since message traffic generated by user is due for processing on a central server, a bottleneck of message traffic will ensure on the server side, creating disruptive latency and denial of service. Thus, MMOG developers are looking into the possibility of using the Peer-to-Peer model in MMOG deployment. The research adds extensions to an existing peer-to-peer platform SDK in order to support a certain genre of MMOG. The proponents developed an MMOG to serve as a testbed for the SDK extensions implemented. The software features minimal game elements, due to the minimal availability of interfaces for peer-to-peer architectures. The proponents conducted system testing and recorded and analyzed data about game state consistency. The research aims to provide valuable reference material for developers looking to create games using the P2P model by helping identify the issues of current architectures and the feasibility as well as ease of creating a game on the platform. The research will also serve as reference for further enhancements on the chosen SDK so that it may support other genres.

Abstract Format

html

Language

English

Format

Print

Accession Number

TU14632

Shelf Location

Archives, The Learning Commons, 12F, Henry Sy Sr. Hall

Keywords

Computer games--Programming; Internet games--Social aspects

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