{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,10,13]],"date-time":"2026-10-13T23:24:35Z","timestamp":1791933875657,"version":"4.3.4"},"reference-count":11,"publisher":"Association for Computing Machinery (ACM)","issue":"3","license":[{"start":{"date-parts":[[2006,7,1]],"date-time":"2006-07-01T00:00:00Z","timestamp":1151712000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Comput. Entertain."],"published-print":{"date-parts":[[2006,7]]},"abstract":"<jats:p>While massively multiplayer online role-playing games (MMORPG) involve large numbers of simultaneous players, two other popular game classes -- first-person shooter (FPS) and real-time strategy (RTS) games - are still only rarely considered for massively multiplayer gaming. A main technical problem for scaling these genres to be massively multiplayer is the absence of a suitable scalable multiserver networking approach. While the commonly used zoning concept performs well for an MMORPG, it is barely suitable for RTS and FPS games. As a scalable networking alternative for these genres, this article summarizes our work on the proxy-server architecture, which uses multiple servers for a single game session and implements a full replication of the game state at all proxies. We present our work on the game Rokkatan, our online evaluator game which enables massively multiplayer real-time strategy gaming using our proxy-server network architecture. We discuss the implementation of Rokkatan and analyze the distributed computation of the proxy-server approach by integrating an analytical scalability model into Rokkatan. Our experimental game sessions demonstrate high scalability of Rokkatan, which allows several hundreds of users to participate in a single, fast-paced game session.<\/jats:p>","DOI":"10.1145\/1146816.1146833","type":"journal-article","created":{"date-parts":[[2006,10,18]],"date-time":"2006-10-18T18:11:32Z","timestamp":1161195092000},"page":"11","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":28,"title":["Rokkatan"],"prefix":"10.1145","volume":"4","author":[{"given":"Jens","family":"M\u00fcller","sequence":"first","affiliation":[{"name":"University of M\u00fcnster"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"SERGEI","family":"GORLATCH","sequence":"additional","affiliation":[{"name":"University of M\u00fcnster"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"320","published-online":{"date-parts":[[2006,7]]},"reference":[{"key":"e_1_2_1_1_1","first-page":"60","volume-title":"Proceedingsof the 16th Workshop on Parallel and Distributed Simulation","author":"Cai W."},{"key":"e_1_2_1_2_1","volume-title":"Proceedings of the IEEE Infocom 2004","author":"Knutsson B."},{"key":"e_1_2_1_3_1","unstructured":"Lester P. A* pathfinding for beginners. http:\/\/www.policyalmanac.org\/games\/aStarTutorial.htm.  Lester P. A* pathfinding for beginners. http:\/\/www.policyalmanac.org\/games\/aStarTutorial.htm."},{"key":"e_1_2_1_4_1","first-page":"606","volume-title":"Proceedings of the Euro-Par 2004 Parallel Processing Conference (Pisa, Aug.). LNCS 3149","author":"M\u00fcller J."},{"key":"e_1_2_1_5_1","volume-title":"Proceedings of the IEEE Infocom 2005","author":"M\u00fcller J."},{"key":"e_1_2_1_6_1","unstructured":"Pritchard M. 2000. How to hurt the hackers: The scoop on Internet cheating and how you can combat it. Game Developer Magazine.  Pritchard M. 2000. How to hurt the hackers: The scoop on Internet cheating and how you can combat it. Game Developer Magazine."},{"key":"e_1_2_1_7_1","unstructured":"Prokein. R. Reiner's tilesets. http:\/\/www.reinerstileset.4players.de:1059\/englisch.htm\/.  Prokein. R. Reiner's tilesets. http:\/\/www.reinerstileset.4players.de:1059\/englisch.htm\/."},{"key":"e_1_2_1_8_1","unstructured":"Rokkatan website. http:\/\/pvs.uni-muenster.de\/pvs\/projects\/rokkatan\/.  Rokkatan website. http:\/\/pvs.uni-muenster.de\/pvs\/projects\/rokkatan\/."},{"key":"e_1_2_1_9_1","volume-title":"Proceedings of the International Conference on Application and Development of Computer Games in the 21st Century","author":"Smed J.","year":"2001"},{"key":"e_1_2_1_10_1","volume-title":"Distributed Systems: Principles and Paradigms","author":"Tanenbaum A.","year":"2002"},{"key":"e_1_2_1_11_1","unstructured":"Thomason L. Kyra sprite engine. http:\/\/www.grinninglizard.com\/kyra\/.  Thomason L. Kyra sprite engine. http:\/\/www.grinninglizard.com\/kyra\/."}],"container-title":["Computers in Entertainment"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1146816.1146833","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/1146816.1146833","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T15:14:26Z","timestamp":1750259666000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1146816.1146833"}},"subtitle":["scaling an RTS game design to the massively multiplayer realm"],"short-title":[],"issued":{"date-parts":[[2006,7]]},"references-count":11,"journal-issue":{"issue":"3","published-print":{"date-parts":[[2006,7]]}},"alternative-id":["10.1145\/1146816.1146833"],"URL":"https:\/\/doi.org\/10.1145\/1146816.1146833","relation":{},"ISSN":["1544-3574"],"issn-type":[{"value":"1544-3574","type":"electronic"}],"subject":[],"published":{"date-parts":[[2006,7]]},"assertion":[{"value":"2006-07-01","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}