Readings

General

Game-state fidelity across distributed interactive games Aaron McCoy, Declan Delaney, and Tomas Ward. Crossroads, 9(4):4--9, 2003. (README!) Aspects of Networking in Multiplayer Computer Games J Smed, T. Kaukoranta and H. Hakonen In the Proceedings of International Conference on Application and Development of Computer Games in the 21st Century, pages 74--81, Hong Kong SAR, China, Nov. 2001 (README!)

Effects of Network on Games

The effects of loss and latency on user performance in Unreal Tournament 2003 Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, and Mark Claypool. In NetGames 04: Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, pages 144--151, New York, NY, USA, 2004. ACM Press. The effect of latency on user performance in Warcraft III Nathan Sheldon, Eric Girard, Seth Borg, Mark Claypool, and Emmanuel Agu. In NetGames 03: Proceedings of the 2nd workshop on Network and system support for games, pages 3--14, New York, NY, USA, 2003. ACM Press.

Dead Reckoning

Dead Reckoning: Latency Hiding for Networked Games (PDF) Jesse Aronson Gamasutra, September 19, 1997. (README)

Bucket Synchronization

Design and Evaluation of MiMaze, a Multi-Player Game on the Internet L. Gautier and C. Diot In Proceedings of IEEE International Conference on Multimedia Computing and Systems (ICMCS), 1998, Los Alamitos, CA.

Time Warp

How to Keep a Dead Man from Shooting M. Mauve In Proceedings of the 7th International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services, pg. 199--204, the Netherlands, October 2000. (README)

Interest Management

Visibility-based Interest Management in Collaborative Virtual Environments Mojtaba Hosseini and Steve Pettifer and Nicolas Georganas In the Proceedings of the 4th Internaction Conference on Collborative Virtual Environment (CVE), Bonn, Germany, October 2002. (README) (Assignment 3) Comparing Interest Management Algorithms for Massively Multiplayer Games Jean-Sebastien Boulanger, Jorg Kienzle and Clark Verbrugge (Section 1 and 2 are informative)

Group Communication

Applicability of Group Communication for Increased Scalability in MMOGs Knut-Helge Vik, Carsten Griwodz and Pal Halvorsen (Section 1 and 2 are informative)

Scalability in MMOG (NetGames 2006)

Load Balancing for Massively Multiplayer Online Games Fengyun Lu, Simon Parkin and Graham Morgan Applicability of Group Communication for Increased Scalability in MMOGs Knut-Helge Vik, Carsten Griwodz and Pal Halvorsen (Section 1 and 2 are informative) Towards Public Server MMOs Chris Chambers, Wu-chang Feng and Wu-chi Feng A Distributed Architecture for MMORPG Marios Assiotis and Velin Tzanov Authority Assignment in Distributed Multi-Player Proxy-based Games Sudhir Aggarwal, Justin Christofoli, Sarit Mukherjee and Sampath Rangarajan (README) Comparing Interest Management Algorithms for Massively Multiplayer Games Jean-Sebastien Boulanger, Jorg Kienzle and Clark Verbrugge (Section 1 and 2 are informative)

Cheating

Low-Latency Cheat-Proof Event Ordering for Peer-to-Peer Games, C. GauthierDickey, D. Zappala, V. Lo, J. Marr, Proceedings of NOSSDAV 2004 (README)
(Comments on NEO protocol)
Mitigating Information Exposure to Cheaters in Real-Time Strategy Games C. Chambers, W. Feng, W. Feng and D. Saha. Proceedings of NOSSDAV 2005 (README)

Game Developing Experience

1500 archers on a 28.8: Network programming in Age of Empires and beyond Paul Bettner and Mark Terrano Gamasutra, March 22, 2001.

News Articles

EVE Online supports 30000 Users on One Server, Data Center Knowledge, Sep 13, 2006 'Second Life': Don't Worry, We can Scale C|Net News.Com, Jun 06, 2006.
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