This list contains a number of network gaming related papers we came across.
If you know of any relevant papers that are not listed below, please contact Chun-Yang Chen (cychen@iis.sinica.edu.tw), preferably bibtex-entries, since the list is generated
automatically).
The list was initiated by Joreg Widmer (joerg.widmer@epfl.ch), who maintained it until 2003. Chun-Yang Chen started to maintain this list since May 2005.
Edward
Castronova.
Network technology, markets, and the growth of synthetic worlds.
In NETGAMES '03: Proceedings of the 2nd workshop on Network and system
support for games, pages 121–134, New York, NY, USA, 2003. ACM Press.
(doi:10.1145/963900.963912)
Ricky A.
Bangun, Eryk Dutkiewicz, and Gary J. Anido.
An analysis of multi-player network games traffic.
In Proceedings of the 1999 International Workshop on Multimedia Signal
Processing, pages 3–8, Copenhagen, Denmark, September 1999.
Ricky A. Bangun and Eryk Dutkiewicz.
Modelling multi-player games traffic.
In Proceedings of the International Conference on Information Technology:
Coding and Computing (ITCC), pages 228–233, Las Vegas, NV, March
2000.
Sarah K. Joyce.
Traffic on the internet — a study of internet games, October 2000.
A report submitted in partial fulfillment of the requirements for the degree
Bachelor of Computing and Mathematical Sciences.
Johannes Färber.
Network game traffic modelling.
In NetGames '02: Proceedings of the 1st Workshop on Network and System
Support for Games, pages 53–57. ACM Press, 2002.
(doi:10.1145/566500.566508)
Kuan-Ta Chen,
Polly Huang, Chun-Ying Huang, and Chin-Laung Lei.
Game traffic
analysis: An MMORPG perspective.
In NOSSDAV'05: Proceedings of the International Workshop on Network and
Operating Systems Support for Digital Audio and Video, pages 19–24.
ACM Press, 2005.
(doi:10.1145/1065983.1065988)
Alberto Dainotti,
Antonio Pescapè, and Giorgio Ventre.
A packet-level traffic model of starcraft.
In Second International Workshop on Hot Topics in Peer-to-Peer Systems
(HOT-P2P), pages 33–42, July 2005.
Wu Chang Feng,
Francis Chang, Wu Chi Feng, and Jonathan Walpole.
A traffic characterization of popular on-line games.
IEEE/ACM Transactions on Networking, 13(3):488–500, June 2005.
Jianxin Jeff Yan
and Hyun-Jin Choi.
Security issues in online
games.
In International Conference on Application and Development of Computer
Games in the 21st Century, Hong Kong, November 2001.
Eric Cronin,
Burton Filstrup, and Sugih Jamin.
Cheat-proofing dead reckoned multiplayer games.
In Proc. of 2nd International Conference on Application and
Development of Computer Games, Jan 2003.
Margaret
DeLap, Björn Knutsson, Honghui Lu, Oleg Sokolsky, Usa Sammapun, Insup
Lee, and Christos Tsarouchis.
Is runtime verification applicable to cheat detection?
In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04,
pages 134–138. ACM Press, 2004.
(doi:10.1145/1016540.1016553)
Chris
Chambers, Wu chang Feng, Wu chi Feng, and Debanjan Saha.
Mitigating information exposure to cheaters in real-time strategy games.
In NOSSDAV'05: Proceedings of the international workshop on Network and
operating systems support for digital audio and video, pages 7–12.
ACM Press, 2005.
(doi:10.1145/1065983.1065986)
Jeff Yan and
Brian Randell.
A systematic classification of cheating in online games.
In Proceedings of ACM SIGCOMM 2005 workshops on NetGames '05. ACM
Press, 2005.
Kuan-Ta Chen, Jhih-Wei
Jiang, Polly Huang, Hao-Hua Chu, Chin-Laung Lei, and Wen-Chin Chen.
Identifying MMORPG bots: A
traffic analysis approach.
In Proceedings of ACM SIGCHI ACE'06, Los Angeles, USA, Jun 2006.
Bonnie E. John and
Alonso H. Vera.
A GOMS analysis of a graphic, machine-paced, highly interactive task.
In Proceedings of the CHI '92 Conference on Human factors in computing
systems, pages 251–258, Monterey, CA, May 1992.
Tristan
Henderson.
Latency and user behaviour on a multiplayer game server.
In Proceedings of the Third International COST Workshop (NGC
2001), pages 1–13. Springer-Verlag, 2001.
Tristan Henderson and Saleem Bhatti.
Modelling user behaviour in networked games.
In MULTIMEDIA '01: Proceedings of the Ninth ACM International Conference
on Multimedia, pages 212–220. ACM Press, 2001.
(doi:10.1145/500141.500175)
Francis Chang and Wu chang Feng.
Modeling player session times of on-line games.
In NetGames '03: Proceedings of the 2nd Workshop on Network and System
Support for Games, pages 23–26. ACM Press, 2003.
(doi:10.1145/963900.963902)
Nicolas
Ducheneaut and Robert J. Moore.
The social side of gaming: a study of interaction patterns in a massively
multiplayer online game.
In CSCW '04: Proceedings of the 2004 ACM conference on Computer supported
cooperative work, pages 360–369. ACM Press, 2004.
(doi:10.1145/1031607.1031667)
Stuart Cheshire.
Latency and the
quest for interactivity, November 1996.
White paper commissioned by Volpe Welty Asset Management, L.L.C., for the
Synchronous Person-to-Person Interactive Computing Environments Meeting.
Lothar Pantel
and Lars C. Wolf.
On the impact of delay on real-time multiplayer games.
In Proceedings of NOSSDAV'02, pages 23–29. ACM Press, 2002.
(doi:10.1145/507670.507674)
Lothar
Pantel and Lars C. Wolf.
On the suitability of dead reckoning schemes for games.
In NETGAMES '02: Proceedings of the 1st workshop on Network and system
support for games, pages 79–84. ACM Press, 2002.
(doi:10.1145/566500.566512)
Grenville Armitage.
An experimental estimation of latency sensitivity in multiplayer Quake 3.
In 11th IEEE International Conference on Networks (ICON), 2003.
Tristan
Henderson and Saleem Bhatti.
Networked games: a QoS-sensitive application for QoS-insensitive users?
In RIPQoS'03: Proceedings of the ACM SIGCOMM Workshop on Revisiting IP
QoS, pages 141–147. ACM Press, 2003.
(doi:10.1145/944592.944601)
Tom Jehaes,
Danny De Vleeschauwer, Toon Coppens, Bart Van Doorselaer, Eva Deckers,
W. Naudts, K. Spruyt, and R. Smets.
Access network delay in networked games.
In NETGAMES '03: Proceedings of the 2nd workshop on Network and system
support for games, pages 63–71, New York, NY, USA, 2003. ACM Press.
(doi:10.1145/963900.963906)
Manuel
Oliveira and Tristan Henderson.
What online gamers really think of the internet?
In Proceedings of NetGames'03, pages 185–193. ACM Press, 2003.
(doi:10.1145/963900.963918)
Nathan
Sheldon, Eric Girard, Seth Borg, Mark Claypool, and Emmanuel Agu.
The effect of latency on user performance in Warcraft III.
In Proceedings of NetGames'03, pages 3–14. ACM Press, 2003.
(doi:10.1145/963900.963901)
Sudhir
Aggarwal, Hemant Banavar, Amit Khandelwal, Sarit Mukherjee, and Sampath
Rangarajan.
Accuracy in dead-reckoning based distributed multi-player games.
In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04,
pages 161–165. ACM Press, 2004.
(doi:10.1145/1016540.1016559)
Grenville Armitage and Lawrence Stewart.
Some thoughts on emulating jitter for user experience trials.
In Proceedings of NetGames'04, pages 157–160, New York, NY, USA,
2004. ACM Press.
(doi:10.1145/1016540.1016558)
Tom
Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, and Mark
Claypool.
The effects of loss and latency on user performance in Unreal Tournament
2003.
In Proceedings of NetGames'04, pages 144–151. ACM Press, 2004.
(doi:10.1145/1016540.1016556)
James
Nichols and Mark Claypool.
The effects of latency on online madden NFL football.
In Proceedings of NOSSDAV'04, pages 146–151. ACM Press, 2004.
(doi:10.1145/1005847.1005879)
Peter Quax,
Patrick Monsieurs, Wim Lamotte, Danny De Vleeschauwer, and Natalie Degrande.
Objective and subjective evaluation of the influence of small amounts of delay
and jitter on a recent first person shooter game.
In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04,
pages 152–156. ACM Press, 2004.
(doi:10.1145/1016540.1016557)
Jouni Smed, Henrik
Niinisalo, and Harri Hakonen.
Realizing bullet time effect in multiplayer games with local perception
filters.
In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04,
pages 121–128, New York, NY, USA, 2004. ACM Press.
(doi:10.1145/1016540.1016551)
Sebastian
Zander and Grenville Armitage.
Empirically measuring the QoS sensitivity of interactive online game players.
In Australian Telecommunications Networks and Applications Conference
(ATNAC), 2004.
Takahiro Yasui,
Yutaka Ishibashi, and Tomohito Ikedo.
Influences of network latency and packet loss on consistency in networked
racing games.
In Proceedings of NetGames'05, pages 1–8. ACM Press, 2005.
(doi:10.1145/1103599.1103622)
L. Gautier, C. Diot, and J. Kurose.
End-to-end transmission control mechanisms for multiparty interactive
applications in the internet.
In IEEE INFOCOM'99, New York, NY, March 1999.
Martin Mauve, Volker Hilt,
Christoph Kuhmünch, and Wolfgang Effelsberg.
RTP/I - toward a common application level protocol for distributed
interactive media.
IEEE Transactions on Multimedia, 2001.
Sangheon Pack, Eunsil
Hong, Yanghee Choi, llkyu Park, Jong-Sung Kim, and D. Ko.
Game transport protocol: lightweight reliable transport protocol for massive
interactive on-line game.
In Proceedings of the SPIE, volume 4861, pages 83–94, 2002.
Y. Kawahara,
H. Morikawa, and T. Aoyama.
A peer-to-peer message exchange scheme for large scale networked virtual
environments.
In Proc. of 8th IEEE Int. Conf. on Communications Systems (ICCS
2002), 2002.
John C. S. Lui and
M. F. Chan.
An efficient partitioning algorithm for distributed virtual environment
systems.
IEEE Trans. Parallel Distrib. Syst., 13(3):193–211, 2002.
(doi:10.1109/71.993202)
Joaquín
Keller and Gwendal Simon.
Solipsis: a massively multi-participant virtual world.
In Proc. Int. Conf. Parallel and Distributed Techniques and Applications
(PDPTA 2003), pages 262–268. CSREA Press, 2003.
(doi:adept/membres/gwendal/pdpta03-kellerSimon.pdf)
Chris Gauthier
Dickey, Daniel Zappala, Virginia Lo, and James Marr.
Low latency and cheat-proof event ordering for peer-to-peer games.
In NOSSDAV '04: Proceedings of the 14th international workshop on Network
and operating systems support for digital audio and video, pages
134–139. ACM Press, 2004.
(doi:10.1145/1005847.1005877)
Takuji Iimura,
Hiroaki Hazeyama, and Youki Kadobayashi.
Zoned federation of game servers: a peer-to-peer approach to scalable
multi-player online games.
In Proceedings of ACM SIGCOMM 2004 Workshops on NetGames '04,
pages 116–120. ACM Press, 2004.
(doi:10.1145/1016540.1016549)
Bjorn Knutsson,
Honghui Lu, Wei Xu, and Bryan Hopkins.
Peer-to-peer support for massively multiplayer games.
In Proceedings of IEEE INFOCOM'04, Hong Kong, China, March 2004.
Chris Gauthier
Dickey, Virginia Lo, and Daniel Zappala.
Using n-trees for scalable event ordering in peer-to-peer games.
In NOSSDAV'05: Proceedings of the international workshop on Network and
operating systems support for digital audio and video, pages 87–92.
ACM Press, 2005.
(doi:10.1145/1065983.1066005)
Aaron St.
John and Brian Neil Levine.
Supporting p2p gaming when players have heterogeneous resources.
In NOSSDAV'05: Proceedings of the international workshop on Network and
operating systems support for digital audio and video, pages 1–6. ACM
Press, 2005.
(doi:10.1145/1065983.1065985)
Anthony (Peiqun) Yu
and Son T. Vuong.
MOPAR: a mobile peer-to-peer overlay architecture for interest management of
massively multiplayer online games.
In NOSSDAV'05: Proceedings of the International Workshop on Network and
Operating Systems Support for Digital Audio and Video, pages 99–104.
ACM Press, 2005.
(doi:10.1145/1065983.1066007)
Ricky A. Bangun and H.W. Peter Beadle.
A
network architecture for multiuser networked games on demand.
In Proceedings of the 1997 International Conference on Information,
Communications and Signal Processing, pages 1815–1819, Singapore,
September 1997.
Tzi-cker Chiueh.
Distributed systems support for networked games.
In Proceedings of the Sixth Workshop on Hot Topics in Operating
Systems, pages 99–104, Cape Cod, MA, May 1997.
Tzi-cker Chiueh,
Allen Ballman, and Prashant Pradhan.
Distributed system support for network-based multi-user interactive
applications.
In Proceedings of 1st Distributed Simulation Symposium, Orlando,
FL, September 1997.
Simon Powers, Mike
Hinds, and Jason Morphett.
DEE: An architecture for distributed virtual environment gaming.
Distributed Systems Engineering, 5(3):107–17, 1998.
Martin Mauve.
Consistency in replicated continuous interactive media.
In ACM Conference on Computer Supported Cooperative Work (CSCW),
pages 181–190, Philadelphia, PA, USA, 2000.
Martin Mauve.
How to keep a dead man from shooting.
In 7th International Workshop on Interactive Distributed Multimedia
Systems and Telecommunication Services (IDMS), pages 199–204,
Enschede, The Netherlands, 2000.
Eric
Cronin, Burton Filstrup, and Anthony Kurc.
A distributed
multiplayer game system.
Technical Report EECS589 Term Project, Electrical Engineering and Computer
Science Department, University of Michigan, Ann Arbor, MI, May 2001.
Tristan Henderson.
Observations on game server discovery mechanisms.
In NetGames '02: Proceedings of the 1st workshop on Network and system
support for games, pages 47–52, New York, NY, USA, 2002. ACM Press.
(doi:10.1145/566500.566507)
Joseph D. Pellegrino and Constantinos Dovrolis.
Bandwidth requirement and state consistency in three multiplayer game
architectures.
In NetGames '03: Proceedings of the 2nd workshop on Network and system
support for games, pages 52–59, New York, NY, USA, 2003. ACM Press.
(doi:10.1145/963900.963905)
Kang-Won Lee,
Bong-Jun Ko, and Seraphin Calo.
Adaptive server selection for large scale interactive online games.
In NOSSDAV '04: Proceedings of the 14th international workshop on Network
and operating systems support for digital audio and video, pages
152–157, New York, NY, USA, 2004. ACM Press.
(doi:10.1145/1005847.1005880)
Paul
Okanda and Gordon Blair.
Openping: a reflective middleware for the construction of adaptive networked
game applications.
In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04,
pages 111–115, New York, NY, USA, 2004. ACM Press.
(doi:10.1145/1016540.1016548)
Bart De
Vleeschauwer, Bruno Van Den Bossche, Tom Verdickt, Filip De Turck, Bart
Dhoedt, and Piet Demeester.
Dynamic microcell assignment for massively multiplayer online gaming.
In NetGames '05: Proceedings of the 4th Workshop on Network and System
Support for Games, 2005.
Emmanuel Lety,
Laurent Gautier, and Christophe Diot.
MiMaze, a 3D
Multi-player Game on the Internet.
In Proceedings of the 4th International Conference on Virtual Systems and
Multimedia, Gifu, Japan, November 1998.
Christophe Diot and
Laurent Gautier.
A distributed architecture for multiplayer interactive applications on the
internet.
IEEE Networks magazine, 13(4), July/August 1999.
Mark
Terrano and Paul Bettner.
1500 archers on a 28.8: Network programming in age of empires and beyond.
In Proceedings of the 15th Games Developers Conference, San Jose,
CA, March 2001.
Scott
Gallagher and Seung Ho Park.
Innovation and competition in standard-based industries: A historical analysis
of the us home video game market.
IEEE Transactions on Engineering Management, 49(1):67–82,
February 2002.