@inproceedings {Vik.2006.1,
	title = {Applicability of Group Communication for Increased Scalability in MMOGs},
	journal = {Network \& System Support for Games (NetGames 2006)},
	year = {2006},
	month = {October},
	pages = {1-12},
	publisher = {ACM Press},
	type = {Annual},
	edition = {Fifth},
	abstract = {Massive multiplayer online games (MMOGs) are today the driving factor for the development of distributed interactive applications, and they are increasing in size and complexity. Even a small MMOG supports thousands of players, the biggest support hundreds of thousands of concurrent players. Since they are typically built as strict client-server systems, they suffer from the inherent scalability problem of the architecture. Computing power and bandwidth limitations close to the server limit the possible number of players. Also, the latency of communication between players through the server will be higher than using direct communication. In the paper, we address these issues and investigate improvement options. A typical MMOG consists of a virtual world with a concept of time and space that is similar to the real world. In it, players are represented by avatars. Only subsets of these avatars interact with each other at any given time. This allows us to divide them into groups, and communication among group members becomes a multi-party communication problem. Thus, to reduce resource consumption, we compare the performance of several algorithms for group communication with the current central server approach. We use overlay multicast as the means of providing group communication, and research algorithms for creating shortest path trees, spanning trees, delay-bounded spanning trees and, more specific, applying Steiner tree heuristics. Our experimental results indicate that different approaches are useful to reduce resource consumption while achieving a good perceived quality under varying conditions, such as frequent changes in group membership and the demand for low latency.},
	isbn = {1-59593-589-4},
	author = {Vik, Knut-Helge and Griwodz, Carsten and Halvorsen, P{\r a}l},
	editor = {Adrian David {Cheok} and Ishibashi, Yutaka and Natkin, Stephane and Yasumoto, Keiichi}
}
@inproceedings {Palant.2006.2,
	title = {Consistency Requirements in Multiplayer Online Games},
	journal = {Network \& System Support for Games (NetGames 2006)},
	year = {2006},
	month = {October},
	pages = {1-4},
	publisher = {ACM Press},
	type = {Workshop},
	abstract = {Multi-player online games are becoming increasingly popular as broadband internet connections replace the old modems. However, while available bandwidth grows steadily according to Moore{\textquoteright}s law, the latency of the internet connections remains almost constant, making it difficult to maintain a consistent game state over a large number of clients that have to be synchronized with each other and with the server(s). This paper introduces a possible solution to the problem by defining the necessary level of consistency through user{\textquoteright}s perception of the game. While the resulting set of requirements is somewhat difficult to formalize, it is not too restrictive and leaves many options open, some of which are discussed here. Ideally a game where all the requirements are met will appear like a local game to the user.},
	isbn = {1-59593-589-4},
	author = {Palant, Wladimir and Griwodz, Carsten and Halvorsen, P{\r a}l},
	editor = {Adrian David {Cheok} and Ishibashi, Yutaka and Natkin, Stephane and Yasumoto, Keiichi}
}
