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[GNUnet-developers] p2p 'massively multi-player games (MMGs)'
From: |
donnar |
Subject: |
[GNUnet-developers] p2p 'massively multi-player games (MMGs)' |
Date: |
Sun, 11 Mar 2007 01:03:47 +0100 |
User-agent: |
KMail/1.8 |
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