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IBM Systems Journal

Online Game Technology   Volume 45, Number 1, 2006
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System-performance modeling for massively multiplayer online role-playing games - References

by M. Ye
and L. Cheng
Cited references

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  3. P. Rosedale and C. Ondrejka, “Enabling Player-Created Online Worlds with Grid Computing and Streaming” (September 2003), http://www.gamasutra.com/resource_guide/20030916/rosedale_01.shtml.
  4. Id Software, http://www.idsoftware.com/.
  5. Valve Corporation, http://www.valvesoftware.com/.
  6. B. S. Woodcock, “An Analysis of MMOG Subscription Growth–Version 18.0,” MMOGCHART.COM online publication (October 2005), http://www.mmogchart.com/.
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  11. HP Utility Data Center: Enabling Enhanced Data Center Agility, International Data Corp. (IDC) (May 2003) http://www.hp.com/large/globalsolutions/ae/pdfs/udc_enabling.pdf.
  12. N1™ Grid Technology—Just In Time Computing, Sun Microsystems (2003), http://www.sun.com/software/solutions/n1/wp-n1.pdf.
  13. A. Shaikh, S. Sahu, M. Rosu, M. Shea, and D. Saha, “Implementation of a Service Platform for Online Games,” Proceedings of ACM SIGCOMM 2004 Workshops on NetGames ‘04, ACM Press, New York (2004), pp. 106–110.
  14. IBM Tivoli Intelligent Orchestrator, IBM Corporation (2004), http://www-306.ibm.com/software/tivoli/products/intell-orch.
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  16. M. S. Borella, J. Farber, W. Feng, and K. Chen, “Source Models of Network Game Traffic,” Computer Communications, 23, No. 4, 403–410 (February 2000).
  17. J. Farber, “Network Game Traffic Modelling,” Proceedings of the First Workshop on Network and System Support for Games, ACM Press, New York (2002), pp. 53–57.
  18. W. C. Feng, F. Chang, W. C. Feng, and J. Walpole, “A Traffic Characterization of Popular On-line Games,” IEEE/ACM Transactions on Networking 13, No. 3, 151–156 (June 2005).
  19. K. Chen, P. Huang, C.-Y. Huang, and C.-L. Lei, “Game Traffic Analysis: An MMORPG Perspective,” Proceedings of the International Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV), pp. 19–24 (2005).
  20. G. Huang, M. Ye, and L. Cheng, “Modeling System Performance in MMORPGs,” Proceedings of the 1st IEEE International Workshop on Networking Issues in Multimedia Entertainment NIME'04, at IEEE GlobeCom (2004), pp. 512–518, http://huang_gao.nease.net/research/msp_mmorrg.pdf.
  21. Sun Game Server Technology: An Executive Overview, Sun Microsystems (June 2004), http://developers.sun.com/techtopics/gametech/reference/docs/simserverwp052604.pdf.
  22. M. Ye and L. Cheng, iMMOG Design Report, IBM China Research Lab (2004).
  23. BigWorld Technology (2004), http://www.bigworldtech.com/introduction.php.
  24. Product Review: Massively Multiplayer Online Game Middleware, Gamasutra (January 2003), http://www.gamasutra.com/features/20030115/ferguson_01.htm.
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  26. D. A. Menascé and V. A. F. Almeida, Capacity Planning for Web Performance: Metrics, Models, & Methods, Prentice Hall PTR, Upper Saddle River, NJ (1998).
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  28. CrossFire—The Multiplayer Adventure Game, Real Time Enterprise Ltd., http://crossfire.real-time.com/.


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