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Re: [GNUnet-developers] p2p 'massively multi-player games (MMGs)'


From: Christian Grothoff
Subject: Re: [GNUnet-developers] p2p 'massively multi-player games (MMGs)'
Date: Sat, 10 Mar 2007 18:39:09 -0700

No worries, this list is certainly ok for this kind of discussion.

I think the best person to answer your questions (possibly with some
of his research papers and PhD thesis) is my colleague Chris
GauthierDickey here at the University of Denver.  I've cc'ed him since
I believe he is not subscribed to gnunet-developers.

Christian

On 3/10/07, donnar <address@hidden> wrote:
Hi,

I'm sorry for this more or less 'offtopic' posting, but I couldn't find a
better place than to put my question on the GNUnet developers list...

I'm currently evaluating the possibility of using p2p networks for the use
in
'massively multi-player games (MMGs)'.

The requirements are quite different compared to a filesharing application,
namely:

*Performance (Latency)

*Availability

*Security (Account thefts)

*Scalability (popular games have up to 180k players in one night)

(Source: Department of Computer and Information Science, University of
Pennsylvania - http://www.ieee-infocom.org/2004/Papers/03_2.PDF ).

While there was some research work done round the globe (i.e. China: Network
Security Lab, RIIT Tsinghua University -
http://security.riit.tsinghua.edu.cn/Freegame/English%20Vesion/freegame.html
,
Germany: TU Darmstadt -
http://www.kom.tu-darmstadt.de/en/research/research-areas/peer-to-peer-networking/overview/p2p-network-games/
),
it seems that nobody was able to solve the problems.

May I can ask the GNUnet developers about their opinions and suggestions how
to reconcile Performance / Latency and Security at the same time ?

To avoid misunderstandings: I'm neither working for a software company, nor
I'm involved in another p2p project. Anyway, I would like to point out that
network games are big business, especially in Asia.

Again, sorry for this 'offtopic' posting,

Best regards,
Donnar


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