{"title":"大型多人在线游戏在不可靠的资源","authors":"Vlad Nae, Lukas Köpfle, R. Prodan, A. Iosup","doi":"10.1109/NetGames.2012.6404020","DOIUrl":null,"url":null,"abstract":"We have previously introduced a cloud-based model for Massively Multiplayer Online Games (MMOGs) operation, which allows small and medium enterprises to join the MMOG market through near-zero initial infrastructure investment. In this work we propose an architectural extension to this MMOG operational model designed to increase and guarantee the MMOG session availability through fault tolerance mechanisms.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"64 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Massively Multiplayer Online Games on unreliable resources\",\"authors\":\"Vlad Nae, Lukas Köpfle, R. Prodan, A. Iosup\",\"doi\":\"10.1109/NetGames.2012.6404020\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We have previously introduced a cloud-based model for Massively Multiplayer Online Games (MMOGs) operation, which allows small and medium enterprises to join the MMOG market through near-zero initial infrastructure investment. In this work we propose an architectural extension to this MMOG operational model designed to increase and guarantee the MMOG session availability through fault tolerance mechanisms.\",\"PeriodicalId\":279768,\"journal\":{\"name\":\"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)\",\"volume\":\"64 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-11-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/NetGames.2012.6404020\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NetGames.2012.6404020","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Massively Multiplayer Online Games on unreliable resources
We have previously introduced a cloud-based model for Massively Multiplayer Online Games (MMOGs) operation, which allows small and medium enterprises to join the MMOG market through near-zero initial infrastructure investment. In this work we propose an architectural extension to this MMOG operational model designed to increase and guarantee the MMOG session availability through fault tolerance mechanisms.