Simulations have been made with ns-2, comparing different area of interest algorithms. To address the communication cost imposed to the servers, we specify a novel refinement to the area of interest technique, significantly reducing the necessary bandwidth. The distribution model and some related works are also presented. In this work, it is proposed the utilization of geographically distributed lower-cost nodes, work- ing as a distributed server to the game. Examples of the problems relative to peer-to-peer MMOG support systems are: vulnerability to cheating, overload of the upload links of the peers and difficulty to maintain consistency of the simulation among the participants. Much work has been done trying to create a fully peer-to-peer model to support this kind of application, in order to minimize the maintenance cost of its infra-structure, but critical questions remain. Traditionally, a central server is used to provide support to MMOGs (massively mul- tiplayer online games), where the number of participants is in the order of tens of thou- sands. In summary, SecureTCG allows the multiple players participating in a trading card game match to detect cheating attempts as soon as they are made and without the intervention of third parties, supports multiple players and different game styles, displays tolerance to players’ dropouts during a match, prevents collusion among any number of players, provides (optional) after-match auditability mechanisms, and has a reduced computational cost. Aiming to tackle this issue, this paper presents SecureTCG, a protocol for detecting cheating attempts in P2P multiplayer card games where the players use their own decks to play, such as the so-called trading card games. This is especially true in P2P environments, in which the lack of a central trusted entity monitoring the game greatly facilitates the activity of malicious players. The development of secure and efficient solutions for online games is, however, a challenging issue. At the same time, the increasing popularity and complexity of such games implies the need of deploying cheating-detection mechanisms for ensuring the continuous interest of honest users in playing. Online gaming is today a very lucrative market, with millions of users all around the globe. In contrast, players were able to detect substitution with agents driven by more traditional heuristics. Both quantitative and qualitative outcomes indicate that DPBM agents perform similarly to human players and that players were unable to detect substitutions. Motivated by these findings, we present an investigation of the player-perceived awareness, believabil-ity and representativeness, when substituting disconnected players with DPBM agents in an online-multiplayer action game. Deep learning methods have successfully been used in deep player behavior modelling (DPBM) to produce non-player characters or bots which show more complex behavior patterns than those modelled using traditional AI techniques. While rule-based outcome evaluations or substitutions with bots are frequently used to mitigate such disruptions, these techniques are often perceived as unsatisfactory. Many online games suffer when players drop off due to lost connections or quitting prematurely, which leads to match terminations or game-play imbalances. This article presents a comprehensive overview of current peer-to-peer solutions for massively multiplayer games using a uniform terminology. Many peer-to-peer gaming solutions have been proposed that utilize a range of techniques while using somewhat different and confusing terminologies. Moreover, different genres of games have different requirements that should be met by the underlying architecture, rendering the task of designing a general-purpose architecture harder. Peer-to-peer architectures also tend to be vulnerable to churn and cheating. Distributing a game among peers makes maintaining control over the game more complex. However, these architectures face many challenges. They can also achieve fast response times by creating direct connections between players. Peer-to-peer architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability. The underlying architecture plays an important role in meeting these conditions. Scalability, fast response time, and low cost are of utmost importance in designing a successful massively multiplayer online game.
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